94 lines
3.1 KiB
Lua
94 lines
3.1 KiB
Lua
--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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--
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-- ****** *** *** ************ *** ***
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-- * * * * * * * *
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-- * * * * * * *
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-- * * * * * * *
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-- * * * * * **** * * *
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-- * * * ****** * * * *
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-- * **** * * * * * * * *** *
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-- * * * * * * * * * *
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-- * * * * * * * * * *
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-- * * * * * * * ** * * *
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-- ****** ****** ************ **** ** *******
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- File: GUEaW/Data/Scripts/GameObject/ObjectScript_PowerToShields.LUA
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 18 February, 2017
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--
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-- Revisions: 2
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGStateMachine")
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function Definitions()
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ServiceRate = 1
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Define_State("State_Init", State_Init);
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Define_State("State_AI_Autofire", State_AI_Autofire)
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Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
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Define_State("State_Human_Autofire", State_Human_Autofire)
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ability_name = "DEFEND"
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end
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function State_Init(message)
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if message == OnEnter then
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-- prevent this from doing anything in galactic mode
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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if Object.Get_Owner().Is_Human() then
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Set_Next_State("State_Human_No_Autofire")
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else
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Set_Next_State("State_AI_Autofire")
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end
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end
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end
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function State_AI_Autofire(message)
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if message == OnUpdate then
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if Object.Get_Rate_Of_Damage_Taken() > 25.0 and Object.Get_Shield() < 0.7 then
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if Object.Is_Ability_Ready(ability_name) then
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Object.Activate_Ability(ability_name, true)
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end
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end
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end
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end
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function State_Human_No_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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Set_Next_State("State_Human_Autofire")
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end
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end
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end
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function State_Human_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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if Object.Get_Rate_Of_Damage_Taken() > 25.0 and Object.Get_Shield() < 0.5 then
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if Object.Is_Ability_Ready(ability_name) then
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Object.Activate_Ability(ability_name, true)
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end
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end
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else
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Set_Next_State("State_Human_No_Autofire")
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end
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end
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end |