Divergent/mods/Anomaly Ballistics Overhaul/gamedata/scripts/bas_handler.script

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2024-03-17 20:18:03 -04:00
play_sound_on_location = ballistics_utils.play_sound_on_location
play_particle = ballistics_utils.play_particle
local weakened = {}
function corrosive_cloud(npc, s_hit, ctx)
local effect = particles_object("artefact\\effects\\af_acidic_idle_color")
play_particle(npc, ctx.bone_id, "artefact\\effects\\af_acidic_show_01")
play_sound_on_location("acid", npc)
level.iterate_nearest(npc:position(), 5, function(obj)
if obj and obj:alive() and obj:id() ~= AC_ID then
weakened[obj:id()] = true
effect:play_at_pos(obj:position())
end
end)
return ballistic_handlers.default(npc, s_hit, ctx)
end
function on_before_hit(npc, s_hit, bone_id, flags)
if weakened[npc:id()] then
s_hit.power = s_hit.power * 1.2
end
end
function actor_on_before_hit(s_hit, bone_id, flags)
if weakened[s_hit.draftsman:id()] and s_hit.type == hit.wound then
s_hit.power = s_hit.power * 0.7
end
end
function se_on_unregister(se)
weakened[se.id] = nil
end
function on_death_callback(npc, who)
weakened[npc:id()] = nil
end
function on_game_start()
RegisterScriptCallback("npc_on_death_callback", on_death_callback)
RegisterScriptCallback("monster_on_death_callback", on_death_callback)
RegisterScriptCallback("actor_on_before_hit", actor_on_before_hit)
RegisterScriptCallback("npc_on_before_hit", on_before_hit)
RegisterScriptCallback("monster_on_before_hit", on_before_hit)
RegisterScriptCallback("server_entity_on_unregister", se_on_unregister)
end