added earth chunk and tools

scancodes-fix
Richard Gerum 2009-09-04 21:45:44 +02:00
parent ac981e8f3b
commit d21f7fff18
28 changed files with 222 additions and 0 deletions

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[DefCore]
id=ERTH
Version=4,10,0,0
Category=C4D_Object
Width=6
Height=6
Offset=-3,-3
Vertices=3
VertexX=0,1,-1
VertexY=1,-1,-1
VertexFriction=100
Mass=12
Components=ILOA=1
Collectible=1
Fragile=1
Rotate=1

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Um transportfähige Erdklumpen auszugraben, während des Grabens erneut einmal auf 'Graben' klicken.

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Hit 'dig' again while digging to create chunks that can be picked up.

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/*--- Earth ---*/
#strict 2
protected func Hit()
{
CastPXS("Earth", 225, 18);
Sound("EarthHit*");
RemoveObject();
return 1;
}
func IsAlchemContainer() { return true; }
func AlchemProcessTime() { return 120; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

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Name=Erdklumpen

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Name=Chunk of Dirt

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[DefCore]
id=AXE1
Version=4,9,5
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
MaxUserSelect=5
Value=15
Mass=20
Width=10
Height=9
Offset=-5,-5
Vertices=2
VertexX=-4,3
VertexY=3,-3
VertexFriction=50,50
Picture=10,0,64,64
Components=WOOD=1;METL=1;
Rebuy=1
Collectible=1
Rotate=1

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Eine Axt, mit der man Bäume fällen kann.

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An axe, used to chop trees.

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/*-- Axe --*/
#strict 2
private func Hit()
{
Sound("RockHit");
return 1;
}
public func ControlUse(object pByClonk, int iX, int iY)
{
var pTree;
if( pTree = FindObject(Find_AtPoint(iX, iY), Find_Func("IsTree") && Find_Func("IsStanding")) )
{
pByClonk->SetCommand("Chop", pTree);
Sound("KnightConfirm*");
}
else{
if(pByClonk->GetAction() == "Chop")
pByClonk->SetAction("Idle");
}
return 1;
}
public func IsTool() { return 1; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

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Name=Axt

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Name=Axe

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[DefCore]
id=HAMR
Version=4,9,5
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
MaxUserSelect=10
Value=5
Mass=15
Width=12
Height=8
Offset=-6,-4
Vertices=4
VertexX=-5,4,2,5
VertexY=2,4,-3,-3
VertexFriction=80,80,80,80
Components=WOOD=1;ROCK=1;
Picture=0,8,64,64
Rebuy=1
Collectible=1
Rotate=1

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Ein Hammer, mit dem man Konstruktionen errichten kann.

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A hammer which you can use to build contructions.

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/*-- Hammer --*/
#strict 2
private func Hit()
{
Sound("RockHit");
return 1;
}
public func ControlUse(object pByClonk, int iX, int iY)
{
// Stop clonk
pByClonk->SetComDir(COMD_Stop);
// Is the clonk able to build?
if (pByClonk && !pByClonk->GetPhysical("CanConstruct", PHYS_Current))
{
PlayerMessage(pByClonk->GetController(), "$TxtCantConstruct$", this, pByClonk->GetName());
return false;
}
// Create menu and fill it with the player's plans
CreateMenu(CXCN, pByClonk, this(), 1, "$TxtNoconstructionplansa$");
var idType; var i = 0;
while (idType = GetPlrKnowledge(pByClonk->GetOwner(), 0, i++, C4D_Structure))
AddMenuItem("$TxtConstructions$", "CreateConstructionSite", idType, pByClonk);
return 1;
}
protected func CreateConstructionSite(idType)
{
// Only when the clonk is standing and outdoors
if (Contained()->GetAction() != "Walk") return 0;
if (Contained()->Contained()) return 0;
// Check if the building can be build here
if (idType->~RejectConstruction(0, 10, Contained()) ) return 0;
// Set owner for CreateConstruction
SetOwner(Contained()->GetOwner());
// Create construction site
var pSite;
if (!(pSite = CreateConstruction(idType, 0, 10, Contained()->GetOwner(), 1, 1,1))) return 0;
// Message
Message("$TxtConstructions$", Contained(), pSite->GetName());
return 1;
}
public func IsTool() { return 1; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

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TxtNoconstructionplansa=Keine Baupläne verfügbar
TxtConstructions=Konstruktion: %s
TxtCantConstruct=%s kann nicht bauen.
Name=Hammer

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TxtNoconstructionplansa=No construction plans available
TxtConstructions=Construction: %s
TxtCantConstruct=%s can't build.
Name=Hammer

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[DefCore]
id=SHVL
Version=4,9,5
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
MaxUserSelect=5
Value=16
Mass=20
Width=10
Height=9
Offset=-5,-5
Vertices=2
VertexX=-4,3
VertexY=-4,3
VertexFriction=50,50
Picture=10,10,54,54
Components=WOOD=1;METL=1;
Rebuy=1
Collectible=1
Rotate=1

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Eine Schaufel, mit der man weiche Materialien weggraben kann.

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A shovel, nice to dig soft materials.

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/*-- Shovel --*/
#strict 2
private func Hit()
{
Sound("WoodHit");
return 1;
}
public func ControlUse(object pByClonk, int iX, int iY)
{
pByClonk->SetCommand("Dig", 0, iX, iY);
Sound("KnightConfirm*");
return 1;
}
public func IsTool() { return 1; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

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Name=Schaufel

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Name=Shovel