/*-- Thunderous Skies Author: Mimmo_O King of the hill high in the skies. --*/ static ThunderousSkies_air_particles, ThunderousSkies_air_particles_red; protected func Initialize() { // Goal. CreateObject(Rule_ObjectFade)->DoFadeTime(8 * 36); var goal = CreateObject(Goal_KingOfTheHill, 450, 380, NO_OWNER); goal->SetRadius(90); goal->SetPointLimit(5); AddEffect("BlessTheKing",goal,100,1,nil); CreateObject(Rule_KillLogs); CreateObject(Rule_Gravestones); GetRelaunchRule() ->SetLastWeaponUse(false) ->SetDefaultRelaunchCount(nil); //Enviroment. //SetSkyAdjust(RGBa(250,250,255,128),RGB(200,200,220)); SetSkyParallax(1, 20,20, 0,0, nil, nil); Sound("Environment::BirdsLoop",true,100,nil,+1); CreateObjectAbove(Column,650,375); CreateObjectAbove(Column,350,407); CreateObjectAbove(Column,162,231); CreateObjectAbove(Column,448,271); CreateObjectAbove(Column,810,175); // Chests with weapons. CreateObjectAbove(Chest, 175, 200, NO_OWNER)->MakeInvincible(); CreateObjectAbove(Chest, 800, 150, NO_OWNER)->MakeInvincible(); CreateObjectAbove(Chest, 430, 240, NO_OWNER)->MakeInvincible(); CreateObjectAbove(Chest, 610, 340, NO_OWNER)->MakeInvincible(); CreateObjectAbove(Chest, 355, 390, NO_OWNER)->MakeInvincible(); AddEffect("IntFillChests", nil, 100, 2 * 36, nil); AddEffect("ChanneledWind", nil, 1, 1, nil); AddEffect("Balloons", nil, 100, 100, nil); // Moving bricks. var brick; brick = CreateObjectAbove(MovingBrick,370,424); brick->MoveHorizontal(344, 544); brick = CreateObjectAbove(MovingBrick,550,250); brick->MoveVertical(240, 296); // Smooth brick edges. DrawMaterialTriangle("Brick-brick", 380, 412, 0); PlaceGras(); ThunderousSkies_air_particles = { Prototype = Particles_Air(), Size = PV_KeyFrames(0, 0, 0, 100, PV_Random(2, 5), 1000, 0), Stretch = PV_Speed(2000, 0), OnCollision = PC_Stop(), ForceY = -20, Attach = ATTACH_Back | ATTACH_MoveRelative }; ThunderousSkies_air_particles_red = { Prototype = ThunderousSkies_air_particles, R = 255, G = PV_KeyFrames(0, 0, 255, 250, 255, 500, 0), B = PV_KeyFrames(0, 0, 255, 250, 255, 500, 0) }; return; } global func FxLifestealDamage(object target, effect, int damage, int cause, int from) { var goal = FindObject(Find_ID(KingOfTheHill_Location)); if (!goal) return damage; var king = goal->GetKing(); if (!king) return damage; if (from == -1) return damage; if (damage > 0) return damage; if (target->GetOwner() == from) return damage; if (king->GetOwner() == from) AddEffect("Lifedrain",king,100,1,nil,nil,damage/3); return damage; } global func FxLifedrainStart(object target, effect, int temporary,damage) { if(temporary) return 1; effect.drain=damage/10; } global func FxLifedrainAdd(object target, effect, string new_name, int new_timer, damage) { effect.drain+=damage/10; } global func FxLifedrainTimer(object target, effect, int timer) { if(effect.drain>0) return -1; target->DoEnergy(+100,1,0,-1); effect.drain+=10; } global func FxBlessTheKingTimer(object target, effect, int timer) { if(!FindObject(Find_ID(KingOfTheHill_Location))) return 1; if(FindObject(Find_ID(KingOfTheHill_Location))->GetKing() == nil) return 1; var king=FindObject(Find_ID(KingOfTheHill_Location))->GetKing(); var particles = ThunderousSkies_air_particles; var duration = 10; if (GetEffect("Lifedrain", king)) { particles = ThunderousSkies_air_particles_red; duration *= 2; } king->CreateParticle("Air", 0, 8, PV_Random(-10, 10),PV_Random(0, 10), PV_Random(duration, 2 * duration), particles, 4); return 1; } public func ApplyChanneledWindEffects(x, y, w, h, bottom) { for(var obj in FindObjects(Find_InRect(x, y, w, h))) { obj->SetYDir(Max(obj->GetYDir()-5,-50)); var x_dir = -1; if (obj->GetXDir() > 0) x_dir = +1; else if (obj->GetXDir() == 0) x_dir = RandomX(-2, 2); obj->SetXDir(obj->GetXDir() + x_dir); } CreateParticle("Air", x+Random(w),bottom,RandomX(-1,1),-30, PV_Random(10, 30), ThunderousSkies_air_particles); } global func FxChanneledWindTimer() { Scenario->ApplyChanneledWindEffects(230, 300, 40, 90, 398); Scenario->ApplyChanneledWindEffects(700, 250, 60, 100, 348); } global func FxBalloonsTimer() { if(ObjectCount(Find_ID(TargetBalloon)) > 2 ) { return 1; } if(ObjectCount(Find_ID(TargetBalloon)) ) { if(Random(6)) return 1; } if(Random(2)) return 1; var x = Random(300)+50; if(Random(2)) x = LandscapeWidth() - x; var y = Random(50) + 100; var target; var r = Random(3); if (r == 0) { target = CreateObjectAbove(Boompack, x, y, NO_OWNER); target->SetR(180); } if (r == 1) { target = CreateObjectAbove(DynamiteBox, x, y, NO_OWNER); target->SetR(180); } if (r == 2) { target = CreateObjectAbove(Arrow, x, y, NO_OWNER); target->SetObjDrawTransform(1000,0,0,0,1000,-7500); } var balloon = CreateObjectAbove(TargetBalloon, x, y-30, NO_OWNER); balloon->SetProperty("load",target); target->SetAction("Attach", balloon); CreateParticle("Flash", x, y, 0, 0, 8, Particles_Flash()); AddEffect("HorizontalMoving", balloon, 1, 1, balloon); balloon->SetXDir(((Random(2)*2)-1) * (Random(4)+3)); } global func PlaceGras() { var x=[747, 475, 474, 359, 244, 216, 324, 705, 754, 758, 828, 828, 235, 266, 266, 269, 177, 194, 204, 223, 348, 273, 284, 365, 369, 375, 379, 285, 281, 274, 233, 390, 229, 401, 388, 414, 476, 468, 463, 457, 422, 482, 493, 615, 609, 625, 631, 700, 704, 687, 761, 763, 771, 777, 619, 615, 621, 696, 789, 766, 356, 228, 188]; var y=[280, 376, 384, 299, 279, 224, 290, 244, 226, 215, 175, 169, 328, 319, 310, 327, 205, 212, 213, 227, 292, 306, 294, 409, 407, 413, 414, 399, 396, 390, 388, 264, 392, 249, 256, 247, 252, 249, 241, 246, 246, 245, 363, 347, 376, 349, 348, 348, 335, 350, 337, 346, 349, 351, 249, 255, 254, 237, 178, 212, 291, 305, 227]; var r=[-91, -93, -93, 89, 93, 93, 88, 89, -92, -92, 88, 93, 93, -88, -87, -93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 43, 43, 46, 44, 48, -43, -48, -48, -45, -43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -48, -44, -45, 48, 46, 48, 45, 0, 0, 0, 0, 0, 0, 0, 44, 0]; for (var i = 0; i < GetLength(x); i++) { var edge=CreateObjectAbove(Grass, x[i], y[i] + 5, NO_OWNER); edge->SetR(r[i]); edge->Initialize(); } return 1; } // Refill/fill chests. global func FxIntFillChestsStart(object target, effect, int temporary) { if(temporary) return 1; var chests = FindObjects(Find_ID(Chest),Find_InRect(0,0,LandscapeWidth(),610)); var w_list = [Shield, Javelin, FireballScroll, Bow, Blunderbuss, WindScroll, ThunderScroll]; for(var chest in chests) for(var i=0; i<4; ++i) chest->CreateChestContents(w_list[Random(GetLength(w_list))]); return 1; } global func FxIntFillChestsTimer() { SetTemperature(100); var chest = FindObjects(Find_ID(Chest), Sort_Random())[0]; var w_list = [Javelin, Bow, Blunderbuss, Boompack, IronBomb, Shield, WindScroll, FireballScroll, ThunderScroll, Club, Sword]; var maxcount = [1,1,1,1,2,1,1,2,2,1,1]; var contents; for(var i=0; iGetLength(w_list); i++) contents+=chest->ContentsCount(w_list[i]); if(contents > 5) return 1; if(!FindObject(Find_ID(Clonk),Find_Distance(20,chest->GetX(),chest->GetY())) && chest->ContentsCount()>2) { var r=chest->Random(chest->ContentsCount()); var remove=true; for(var i=0; iContents(r)->GetID() == w_list[i]) remove=false; if(remove) chest->Contents(r)->RemoveObject(); } for(var i=0; i<2 ; i++) { var r = Random(GetLength(w_list)); if (chest->ContentsCount(w_list[r]) < maxcount[r]) { chest->CreateChestContents(w_list[r]); i=3; } } return 1; } global func CreateChestContents(id obj_id) { if (!this) return; var obj = CreateObjectAbove(obj_id); if (obj_id == Bow) obj->CreateContents(Arrow); if (obj_id == Blunderbuss) obj->CreateContents(LeadBullet); obj->Enter(this); return; } protected func InitializePlayer(int plr) { // This scenario does not have shadows. SetFoW(false, plr); } public func RelaunchPosition() { return [[180,150],[310,300],[600,290],[650,180],[790,110],[440,190]]; } func KillsToRelaunch() { return 0; } func RelaunchWeaponList() { return [Bow, Javelin, Blunderbuss, FireballScroll, WindScroll, ThunderScroll]; }