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Pirate system
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XuN
Sphere Developer
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Posts: 852
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Post: #6
RE: Pirate system
I don't have this done (Maybe Mirror wants to share Big Grin), however for ship's 'breaking' there are different ship's multidef for their 3 states of damage (they also have the speedmodes added)


Let's give you some base to work from:

Code:
[TYPEDEF t_ship]//give ships some kind of HP
ON=@Create
tag.hitpoints=2000
tag.stage=0//no damage

ON=@GetHit
tag.hitpoints -=<argn>
if (<tag.hitpoints>< 1000 && <tag.stage>< 1)
ShipIncreaseDamageID
elseif ( <tag.hitpoints>< 500 && <tag.stage>< 2)
ShipIncreaseDamageID
elseif (<tag.hitpoints>< 0) // you can use stage=2 instead of this to 'disable' ship
//BOOM
endif

[Function ShipIncreaseDamageID]
if (<height> > 10 ) //smaller ships have so much less height, not the best way to check it but a reliable one for the example.
id +=4
endif
03-24-2015 09:21 PM
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Messages In This Thread
Pirate system - ograso - 03-21-2015, 02:21 AM
RE: Pirate system - richm - 03-23-2015, 03:14 AM
RE: Pirate system - ograso - 03-23-2015, 06:18 AM
RE: Pirate system - XuN - 03-23-2015, 06:37 PM
RE: Pirate system - ograso - 03-24-2015, 10:25 AM
RE: Pirate system - XuN - 03-24-2015 09:21 PM
RE: Pirate system - richm - 03-25-2015, 08:26 AM

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