appendevent EVENT_SPAWN { // Ignore enemies disabled due to skill level ife sprite[].xrepeat 0 break switch sprite[].picnum { // Fixup sprite sizes
![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
appendevent EVENT_SPAWN { // Ignore enemies disabled due to skill level ife sprite[].xrepeat 0 break switch sprite[].picnum { // Fixup sprite sizes
Reaper_Man, on 15 April 2024 - 05:52 AM, said:
appendevent EVENT_SPAWN { // Ignore enemies disabled due to skill level ife sprite[].xrepeat 0 break switch sprite[].picnum { // Fixup sprite sizes
NightFright, on 15 April 2024 - 11:26 AM, said:
This post has been edited by Danukem: 15 April 2024 - 12:45 PM
NightFright, on 15 April 2024 - 12:45 PM, said:
appendevent EVENT_SPAWN switch sprite[].picnum case BOSS2 case BOSS3 ifg sprite[].pal 0 strength BOSS1PALSTRENGTH break endswitch endevent
ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength 1 ai AIBOSS3LOBENEMY } }
var BOSSFIXUP 0 2 appendevent EVENT_GAME { // Check this first because EVENT_GAME is expensive ifn BOSSFIXUP 0 break // Make all sprites ignore subsequent checks set BOSSFIXUP 1 switch sprite[].picnum { case BOSS2 case BOSS3 ifn sprite[].pal 0 strength BOSS1PALSTRENGTH break } endswitch } endevent
appendevent EVENT_SPAWN { ifn sprite[].pal 0 { ife sprite[].picnum BOSS2 { strength BOSS1PALSTRENGTH sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } ife sprite[].picnum BOSS3 { strength BOSS1PALSTRENGTH ai AIBOSS3LOBENEMY } } } endevent
This post has been edited by Reaper_Man: 16 April 2024 - 07:23 AM
appendevent EVENT_SPAWN switch sprite[].picnum case BOSS2 ifn sprite[].pal 0 { strength BOSS1PALSTRENGTH sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } case BOSS3 ifn sprite[].pal 0 { strength BOSS1PALSTRENGTH ai AIBOSS3LOBENEMY } break endswitch endevent
This post has been edited by VGames: 16 April 2024 - 05:52 PM
VGames, on 16 April 2024 - 05:52 PM, said:
ife userdef[].screen_size 4 ife userdef[].althud 1
appendevent EVENT_DISPLAYREST { ifaction PFROZEN { set UI_ZOOM 24576 set UI_ORIENTATION 2 set UI_FLAGS 10 set ACTORTEMP THAWTIME sub ACTORTEMP sprite[].htg_t 2 // The player's current actioncount set ACTORTEMP2 ACTORTEMP div ACTORTEMP 30 mod ACTORTEMP2 30 // Process milliseconds redefinequote 253 %d redefinequote 254 00 qsprintf 253 253 ACTORTEMP2 qstrlen ACTORCHECK 253 set ACTORCHECK2 2 sub ACTORCHECK2 ACTORCHECK qstrncat 253 254 ACTORCHECK2 redefinequote 254 UNTHAWING IN %d.%s qsprintf 254 254 ACTORTEMP 253 screentext BIGALPHANUM 160 20 UI_ZOOM 0 0 254 0 1 UI_ORIENTATION 0 BIGALPHA_XSPACE BIGALPHA_YLINE BIGALPHA_XBETWEEN 0 UI_FLAGS 0 0 xdim ydim } } endevent
This post has been edited by Reaper_Man: 02 May 2024 - 03:57 PM