forked from Mirrors/openclonk
Add user actions: Invincibility and invisibility
parent
692ff39c0e
commit
dc77020586
|
@ -160,6 +160,14 @@ func Definition(def)
|
|||
] }
|
||||
} } );
|
||||
AddEvaluator("Action", "$Object$", "$ExitObject$", "$ExitObjectHelp$", "exit_object", [def, def.EvalAct_ExitObject], { }, new Evaluator.Object { }, "Object");
|
||||
AddEvaluator("Action", "$Object$", "$SetVisibility$", "$SetVisibilityHelp$", "set_visibility", [def, def.EvalAct_SetVisibility], { Object={ Function="triggering_clonk" }, Visibility=VIS_All }, { Type="proplist", Display="({{Object}}, {{Visibility}})", EditorProps = {
|
||||
Object = new Evaluator.Object { Name="$Object$" },
|
||||
Visibility = { Name="$Visibility$", Type="enum", Options = [{ Name="$Visible$", Value=VIS_All }, { Name="$Invisible$", Value=VIS_None }] }
|
||||
} } );
|
||||
AddEvaluator("Action", "$Object$", "$SetVincibility$", "$SetVincibilityHelp$", "set_vincibility", [def, def.EvalAct_SetVincibility], { Object={ Function="triggering_clonk" }, Vincibility=false }, { Type="proplist", Display="({{Object}}, {{Vincibility}})", EditorProps = {
|
||||
Object = new Evaluator.Object { Name="$Object$" },
|
||||
Vincibility = { Name="$Vincibility$", Type="enum", Options = [{ Name="$Invincible$", Value=false }, { Name="$Vincible$", Value=true }] }
|
||||
} } );
|
||||
AddEvaluator("Action", "Clonk", "$DoEnergy$", "$DoEnergyHelp$", "do_energy", [def, def.EvalAct_ObjectCallInt, Global.DoEnergy], { Object={ Function="triggering_clonk" } }, { Type="proplist", Display="({{Object}}, {{Value}})", EditorProps = {
|
||||
Object = new Evaluator.Object { Name="$Object$", EditorHelp="$DoEnergyObjectHelp$" },
|
||||
Value = new Evaluator.Integer { Name="$ValueChange$", EditorHelp="$DoEnergyValueChangeHelp$" }
|
||||
|
@ -1093,6 +1101,18 @@ private func EvalAct_SetDirection(proplist props, proplist context)
|
|||
if (object) object->SetDir(props.Direction);
|
||||
}
|
||||
|
||||
private func EvalAct_SetVisibility(proplist props, proplist context)
|
||||
{
|
||||
var object = EvaluateValue("Object", props.Object, context);
|
||||
if (object) object.Visibility = props.Visibility;
|
||||
}
|
||||
|
||||
private func EvalAct_SetVincibility(proplist props, proplist context)
|
||||
{
|
||||
var object = EvaluateValue("Object", props.Object, context);
|
||||
if (object) object->SetInvincibility(!props.Vincibility);
|
||||
}
|
||||
|
||||
private func EvalAct_DoWealth(proplist props, proplist context)
|
||||
{
|
||||
var player = EvaluatePlayer(props.Player, context);
|
||||
|
|
|
@ -408,4 +408,14 @@ SetDirection=Blickrichtung setzen
|
|||
SetDirectionHelp=Laesst einen Clonk nach links oder rechts schauen.
|
||||
Direction=Richtung
|
||||
Left=Links
|
||||
Right=Rechts
|
||||
Right=Rechts
|
||||
SetVisibility=Sichtbarkeit setzen
|
||||
SetVisibilityHelp=Macht ein Objekt sichtbar oder unsichtbar. Unsichtbare Objekte koennen im Editor 'blind' oder in der Objektliste angeklickt werden.
|
||||
Visibility=Sichtbarkeit
|
||||
Visible=Sichtbar
|
||||
Invisible=Unsichtbar
|
||||
SetVincibility=Verwundbarkeit setzen
|
||||
SetVincibilityHelp=Macht ein Objekt verwundbar oder unverwundbar. Ein Endgegner kann zum Beispiel so lange unverwundbar bleiben, bis ein Dialog ausgefuehrt oder eine Schwaeche ausgenutzt wurde.
|
||||
Vincibility=Verwundbarkeit
|
||||
Invincible=Unverwundbar
|
||||
Vincible=Verwundbar
|
||||
|
|
|
@ -409,3 +409,13 @@ SetDirectionHelp=Lets a clonk look left or right.
|
|||
Direction=Direction
|
||||
Left=Left
|
||||
Right=Right
|
||||
SetVisibility=Set visibility
|
||||
SetVisibilityHelp=Makes an object visible or invisible. Invisible objects can be clicked 'blindly' in the editor or simply selected in the object list.
|
||||
Visibility=Visibility
|
||||
Visible=Visible
|
||||
Invisible=Invisible
|
||||
SetVincibility=Set vincibility
|
||||
SetVincibilityHelp=Makes an object vincible or invincible. For example, an end boss may be made invincible until a certain spell has been performed.
|
||||
Vincibility=Vincibility
|
||||
Invincible=Invincible
|
||||
Vincible=Vincible
|
||||
|
|
Loading…
Reference in New Issue