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POWERdrive for you 1998 June
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Pdr0698.iso
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VOLLVERS
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POWERMAN
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TRON.WDL
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Text File
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1998-03-02
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7KB
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267 lines
////////////////////////////////////
// Tron-Actor
///////////////////////////////////
////////////////////////// Tron-Texturen
SKILL health {val 0;}
/////////////////////////////////// Tron-Texturen
SOUND tron_aua,<tron_au.wav>;
SOUND tron_snd,<tron_vir.wav>;
SOUND tron_baller,<schuss1.wav>;
SOUND tron_spot,<tr_tac.wav>;
SOUND autsch,<autsch.wav>;
BMAP tron_0vh1,<v3_vhs.pcx>,20,12,92,84;
BMAP tron_0vh2,<v3_vhs.pcx>,180,12,92,84;
BMAP tron_0vh3,<v3_vhs.pcx>,340,12,92,84;
BMAP tron_0vh4,<v3_vhs.pcx>,20,117,92,84;
BMAP tron_0vh5,<v3_vhs.pcx>,180,117,92,84;
BMAP tron_0vh6,<v3_vhs.pcx>,340,117,92,84;
BMAP tron_0hre1,<v3_re_li.pcx>,20,12,92,84;
BMAP tron_0hre2,<v3_re_li.pcx>,180,12,92,84;
BMAP tron_0hre3,<v3_re_li.pcx>,340,12,92,84;
BMAP tron_0hre4,<v3_re_li.pcx>,20,117,92,84;
BMAP tron_0hre5,<v3_re_li.pcx>,180,117,92,84;
BMAP tron_0hre6,<v3_re_li.pcx>,340,117,92,84;
BMAP tron_0s1,<v3_vhs.pcx>,20,222,92,84;
BMAP tron_0s2,<v3_vhs.pcx>,180,222,92,84;
BMAP tron_0s3,<v3_vhs.pcx>,340,222,92,84;
BMAP tron_0s4,<v3_vhs.pcx>,20,327,92,84;
BMAP tron_0s5,<v3_vhs.pcx>,180,327,92,84;
BMAP tron_0s6,<v3_vhs.pcx>,340,327,92,84;
BMAP tron_0hli1,<v3_re_li.pcx>,20,222,92,84;
BMAP tron_0hli2,<v3_re_li.pcx>,180,222,92,84;
BMAP tron_0hli3,<v3_re_li.pcx>,340,222,92,84;
BMAP tron_0hli4,<v3_re_li.pcx>,20,327,92,84;
BMAP tron_0hli5,<v3_re_li.pcx>,180,327,92,84;
BMAP tron_0hli6,<v3_re_li.pcx>,340,327,92,84;
BMAP tron_an2,<v3_an.pcx>,180,12,92,84;
BMAP tron_an3,<v3_an.pcx>,340,12,92,84;
BMAP tron_an4,<v3_an.pcx>,20,117,92,84;
BMAP tron_an5,<v3_an.pcx>,180,117,92,84;
BMAP tron_an6,<v3_an.pcx>,340,117,92,84;
BMAP tron_ex1,<v3_ex.pcx>,160,0,160,105;
BMAP tron_ex2,<v3_ex.pcx>,320,0,160,105;
BMAP tron_ex3,<v3_ex.pcx>,0,105,160,105;
BMAP tron_ex4,<v3_ex.pcx>,160,105,160,105;
BMAP tron_ex5,<v3_ex.pcx>,320,105,160,105;
BMAP tron_ex6,<v3_ex.pcx>,0,210,160,105;
BMAP tron_ex7,<v3_ex.pcx>,160,210,160,105;
BMAP tron_ex8,<v3_ex.pcx>,320,210,160,105;
BMAP tron_ex9,<v3_ex.pcx>,0,315,160,105;
BMAP tron_ex10,<v3_ex.pcx>,160,315,160,105;
BMAP tron_ex11,<v3_ex.pcx>,320,315,160,105;
BMAP tron_corpse,<knallig.pcx>,437,256,47,21;
///////////////////////////////////////////////////
TEXTURE tron_tex {
SCALE_XY 16,16;
SIDES 8;
CYCLES 6;
BMAPS tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6,
tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6;
DELAY 3,3,2,2,3,3;
MIRROR 0,0,0,1,1,1,1,0;
AMBIENT 0.1;
SOUND tron_snd;
SCYCLE 1;
SVOL 0.2;
SDIST 40;
}
TEXTURE tron_hovo {
SCALE_XY 16,16;
SIDES 8;
CYCLES 6;
BMAPS tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6,
tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6;
DELAY 5,5,3,3,5,5;
RANDOM 0.3;
MIRROR 0,0,0,1,1,1,1,0;
AMBIENT -0.2;
SOUND tron_snd;
SCYCLE 1;
SVOL 0.2;
SDIST 40;
}
TEXTURE tron_atak {
SCALE_XY 16,16;
CYCLES 7;
BMAPS tron_0vh1,tron_an2,tron_an3,tron_an4,tron_an5,tron_an6,tron_an3;
DELAY 1,1,1,1,1,1,1;
AMBIENT 0.3;
SOUND tron_baller;
SCYCLE 4;
SVOL 0.10;
SDIST 100;
}
TEXTURE tron_explo {
SCALE_XY 18,18;
CYCLES 11;
BMAPS tron_ex1,tron_ex2,tron_ex3,tron_ex4,tron_ex5,tron_ex6,tron_ex7,tron_ex8,tron_ex9,tron_ex10,tron_ex11;
DELAY 1,2,2,2,2,2,2,3,3,2,2;
AMBIENT 1;
FLAGS ONESHOT;
SOUND tron_baller;
SCYCLE 2;
SVOL 0.7;
SDIST 300;
}
TEXTURE tron_rest {
SCALE_XY 16,16;
BMAPS tron_corpse;
}
////////////////////////// Actions
ACTION tron_angriff {
SET MY.TEXTURE,tron_atak;
SET MY.SPEED,0.4;
SET MY.VSPEED,0.2;
SET MY.CAREFULLY,1;
SET MY.TARGET,FOLLOW;
SET MY.IF_NEAR,NULL;
SET MY.IF_HIT,tron_anfluster;
SET MY.EACH_TICK,NULL;
SET MY.EACH_CYCLE,tron_schuss;
}
ACTION tron_anfluster {
ADD MY.SKILL1,1; // Treffer-ZΣhler erh÷hen
PLAY_SOUND tron_aua,0.5; // Wehgeschrei
IF_ABOVE MY.SKILL1,5; // Wenn Treffer-ZΣhler >5
BRANCH tron_sterben; // Dann sirbt tron
IF_ABOVE MY.SKILL1,4; // Wennn Treffer-ZΣhler >4
BRANCH tron_flucht; // Dann flⁿchtet tron
BRANCH tron_angriff; // Ansonsten greift er an
}
ACTION tron_schuss {
SET SHOOT_X,0;
SET SHOOT_Y,-0.5;
SET SHOOT_RANGE,300;
SHOOT MY;
IF_EQUAL HIT_DIST,0; // Wenn kein Treffer
END; // Ende
IF_EQUAL energie,0;
END;
ADD energie,-1; // Sonst steckt Player Treffer ein
IF_EQUAL energie,0;
BRANCH tot;
IF_EQUAL energie,90;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,80;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,70;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,60;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,50;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,40;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,30;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,20;
PLAY_SOUND autsch,0.5;
IF_EQUAL energie,10;
PLAY_SOUND autsch,0.5;
}
ACTION tron_flucht {
SET MY.TEXTURE,tron_hovo;
SET MY.SPEED,0.4;
SET MY.VSPEED,0;
SET MY.CAREFULLY,1; // Hindernissen ausweichen
SET MY.TARGET,REPEL;
SET MY.IF_NEAR,NULL;
SET MY.IF_HIT,tron_angster;
}
ACTION tron_angster {
ADD MY.SKILL1,1;
PLAY_SOUND tron_aua,0.5;
IF_ABOVE MY.SKILL1,5;
BRANCH tron_sterben;
BRANCH tron_angriff;
}
ACTION tron_sterben {
SET MY.TEXTURE,tron_explo;
SET MY.SPEED,0.2;
SET MY.VSPEED,0;
SET MY.CAREFULLY,0;
SET MY.PASSABLE,1;
SET MY.TARGET,FOLLOW;
SET MY.IF_NEAR,NULL;
SET MY.IF_HIT,NULL;
SET MY.EACH_TICK,NULL;
SET MY.EACH_CYCLE,tron_tod;
SET MY.PLAY,1;
ADD punkte,100;
SET_ALL dungeon.AMBIENT,1;
}
ACTION tron_tod {
SET MY.HEIGHT,0;
SET MY.TEXTURE,tron_rest;
SET MY.PASSABLE,1;
SET MY.TARGET,NULL;
SET MY.IF_NEAR,NULL;
SET MY.IF_HIT,NULL;
SET MY.EACH_TICK,NULL;
SET MY.EACH_CYCLE,NULL;
}
ACTION tron_warten {
SET MY.TEXTURE,tron_tex;
SET MY.TARGET,NULL;
SET MY.DIST,30; // Reaktionsradius
SET MY.IF_NEAR,tron_angriff;
SET MY.IF_HIT,tron_anfluster;
SET MY.SKILL1,0;
SET MY.EACH_TICK,NULL;
SET MY.EACH_CYCLE,NULL;
}
//////////////////////////// Tron_Actor
ACTOR simple_tron {
TEXTURE tron_tex;
SKILL1 0; // Anfangs-Trefferzahl
HEIGHT 2; // Schwebe-H÷he
EACH_TICK tron_warten; // Anfangszustand
}