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/*-- Kill tracking falling curse --*/
#strict 2
#appendto CFAL
protected func FxCurseFallingStart(pClonk, iEffectNumber, iTemp, iX, iY, pCaller)
{
EffectVar(6, pClonk, iEffectNumber) = GetController(pCaller);
return _inherited(pClonk, iEffectNumber, iTemp, iX, iY, pCaller);
}
protected func FxCurseFallingTimer(pClonk, iEffectNumber, iEffectTime)
{
var rval = FxCurseTimer(pClonk, iEffectNumber, iEffectTime);
if (rval != FX_OK) return rval;
if (FxCurseIsActive(pClonk, iEffectNumber))
{
var killer = EffectVar(6, pClonk, iEffectNumber);
// Bei Bedarf stolpern
if(pClonk->GetContact(0, -1, 8))
{
if(GetXDir(pClonk) || GetAction(pClonk) != "Walk" )
{
if(WildcardMatch(GetAction(pClonk), "*Magic") || WildcardMatch(GetAction(pClonk), "*Cast"))
{
// Bei Magie-Aktion nicht so häufig stören
if(!Random(120)) { ObjectSetAction(pClonk, "FlatUp"); SetXDir(0, pClonk); SetKiller(killer, pClonk); }
}
else
{
if(!Random(60)) { ObjectSetAction(pClonk, "KneelDown"); SetXDir(0, pClonk); SetKiller(killer, pClonk); }
if(!Random(60)) { ObjectSetAction(pClonk, "FlatUp"); SetXDir(0, pClonk); SetKiller(killer, pClonk); }
}
}
}
// In Flug nur Tumble
else
{
if(!Random(50)) { ObjectSetAction(pClonk, "Tumble"); SetKiller(killer, pClonk); }
}
}
return FX_OK;
}
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