3
id=milgram_block_launcher
4
prototype=stationary_vulnerable
54
shouldfire="if(size(vars.spawned_objects) < vars.max_objects,1,0)"
57
on_create="add_particles('steam')"
59
on_end_anim="[if(animation = 'normal',
60
if(vars.load >= vars.loading_time,
61
[if(size(vars.spawned_objects) < vars.max_objects,animation('prepfire'),animation('normal')), set_var('load', 0)],
62
[animation('normal'), set_var('load', vars.load + 1)]),),
64
set(vars.spawned_objects, filter(vars.spawned_objects, 'ant', ant.hitpoints > 0 and ant.x > context.vars.zone_x1 and ant.x2 < context.vars.zone_x2 and ant.y > context.vars.zone_y1 and ant.y2 < context.vars.zone_y2))]"
66
on_child_spawned="if(child.type in ['milgram_pod'],set(vars.spawned_objects, vars.spawned_objects + [child]))"
68
on_end_prepfire_anim="animation('fire')"
69
on_end_fire_anim="animation('normal')"
71
on_shoot="[spawn('milgram_pod', midpoint_x+ facing*50, midpoint_y -50, facing, [set(velocity_x,1000*facing),set(velocity_y,-1000),set(animation,'thrown'), set_var('damage', 0)]),sound('FlowerShot.ogg')]"
74
on_die="spawn('explosion_big_recurring', midpoint_x, midpoint_y, facing)"
76
#on_puff="if(1d2=2,spawn('steam_particle',midpoint_x - 12*facing,y+14,1))"
78
solid_area=10,20,38,50
81
image=enemies/milgram-block-launcher.png
96
#the spring animation is a duplicate of the normal animation,
97
#unless/until we have a proper one.
140
velocity_x_random=400
141
velocity_y_random=400
143
#color=255,255,255,255
147
image=effects/particles.png