Files
SoaFE/DATA/SCRIPTS/GAMEOBJECT/OBJECTSCRIPT_POWERTOSHIELDS.LUA
2026-02-28 14:00:45 -06:00

94 lines
3.1 KiB
Lua

--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- File: GUEaW/Data/Scripts/GameObject/ObjectScript_PowerToShields.LUA
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 18 February, 2017
--
-- Revisions: 2
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
function Definitions()
ServiceRate = 1
Define_State("State_Init", State_Init);
Define_State("State_AI_Autofire", State_AI_Autofire)
Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
Define_State("State_Human_Autofire", State_Human_Autofire)
ability_name = "DEFEND"
end
function State_Init(message)
if message == OnEnter then
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Space" then
ScriptExit()
end
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
else
Set_Next_State("State_AI_Autofire")
end
end
end
function State_AI_Autofire(message)
if message == OnUpdate then
if Object.Get_Rate_Of_Damage_Taken() > 25.0 and Object.Get_Shield() < 0.7 then
if Object.Is_Ability_Ready(ability_name) then
Object.Activate_Ability(ability_name, true)
end
end
end
end
function State_Human_No_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
Set_Next_State("State_Human_Autofire")
end
end
end
function State_Human_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
if Object.Get_Rate_Of_Damage_Taken() > 25.0 and Object.Get_Shield() < 0.5 then
if Object.Is_Ability_Ready(ability_name) then
Object.Activate_Ability(ability_name, true)
end
end
else
Set_Next_State("State_Human_No_Autofire")
end
end
end