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14 changes: 10 additions & 4 deletions scripts/scr_flavor2/scr_flavor2.gml
Original file line number Diff line number Diff line change
Expand Up @@ -273,13 +273,13 @@ function scr_flavor2(lost_units_count, target_type, hostile_range, hostile_weapo
flavor = true;
if (_hostile_shots == 1) {
if (lost_units_count == 0) {
m1 += $"{_hostile_weapon} strikes, but fails to inflict any casualties.";
m1 += $"{_hostile_weapon} strikes, but fails to inflict any damage.";
} else {
m1 += $"{_hostile_weapon} strikes. ";
}
} else {
if (lost_units_count == 0) {
m1 += $"{_hostile_shots} {_hostile_weapon}s strike, but fail to inflict any casualties.";
m1 += $"{_hostile_shots} {_hostile_weapon}s strike, but fail to inflict any damage.";
} else {
m1 += $"{_hostile_shots} {_hostile_weapon}s strike. ";
}
Expand All @@ -291,12 +291,18 @@ function scr_flavor2(lost_units_count, target_type, hostile_range, hostile_weapo
// m2="Blah blah blah";

if (target_type = "wall") {
mes = m1 + m2 + m3;
var _wall_destroyed = obj_nfort.hp[1] <= 0 ? true : false;

if (_wall_destroyed) {
mes = m1 + " Destroying the fortifications.";
} else {
mes = m1 + " Fortifications stand strong.";
}

if (string_length(mes) > 3) {
obj_ncombat.messages += 1;
obj_ncombat.message[obj_ncombat.messages] = mes;
obj_ncombat.message_sz[obj_ncombat.messages] = obj_nfort.hostile_damage;
obj_ncombat.message_sz[obj_ncombat.messages] = 100
obj_ncombat.message_priority[obj_ncombat.messages] = 0;
obj_ncombat.alarm[3] = 2;
}
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47 changes: 21 additions & 26 deletions scripts/scr_shoot/scr_shoot.gml
Original file line number Diff line number Diff line change
Expand Up @@ -139,37 +139,32 @@ function scr_shoot(weapon_index_position, target_object, target_type, damage_dat

if (damage_per_weapon = 0) then damage_per_weapon = shots_fired * doom;

if (hit_number > 0) and(melee_or_ranged != "wall") and(instance_exists(target_object)) {
if (wep_owner[weapon_index_position] = "assorted") {
target_object.hostile_shooters = 999;
} else {
target_object.hostile_shooters = 1;
}
hostile_damage = damage_per_weapon / hit_number;
if (hit_number > 0 && instance_exists(target_object)) {
hostile_weapon = wep[weapon_index_position];
hostile_type = 0;
hostile_range = range[weapon_index_position];
hostile_splash = attack_count_mod;
if (hostile_splash = 1) then hostile_damage += attack_count_mod * 3;

scr_clean(target_object, hostile_type, hit_number, hostile_damage, hostile_weapon, hostile_range, hostile_splash);
}

if (hit_number > 0) and(melee_or_ranged = "wall") and(instance_exists(target_object)) {
var dam2, totes_dam, dest;
dest = 0;
dam2 = (damage_per_weapon / hit_number) - target_object.ac[1];
if (dam2 < 0) then dam2 = 0;
totes_dam = round(dam2) * hit_number;
target_object.hp[1] -= dam2;
hostile_weapon = wep[weapon_index_position];
hostile_range = range[weapon_index_position];
hostile_damage = dam2;
hostile_damage = (hostile_splash == 1) ? attack_count_mod * 3 : 0;
hostile_damage += damage_per_weapon / hit_number;
if (melee_or_ranged == "wall") {
var dest = 0;

hostile_damage -= target_object.ac[1];
hostile_damage = max(0, hostile_damage);
hostile_damage = round(hostile_damage) * hit_number;
target_object.hp[1] -= hostile_damage;
if (target_object.hp[1] <= 0) dest = 1;
obj_nfort.hostile_weapons = hostile_weapon;
obj_nfort.hostile_shots = hit_number;
obj_nfort.hostile_damage = hostile_damage;

scr_flavor2(dest, "wall", hostile_range, hostile_weapon, hit_number, hostile_splash);
} else {
target_object.hostile_shooters = (wep_owner[weapon_index_position] == "assorted") ? 999 : 1;
hostile_type = 0;

if (target_object.hp[1] <= 0) then dest = 1;
scr_flavor2(dest, "wall", hostile_range, hostile_weapon, hit_number, hostile_splash);
scr_clean(target_object, hostile_type, hit_number, hostile_damage, hostile_weapon, hostile_range, hostile_splash);
}
}

}
}

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