Add separate Iron Coast mission, weapon and enemy mods with SD HD artwork and audio
This commit is contained in:
1 parent
dbb1d4596b
commit
967ba69ee8
573 files changed
+6515
No files matched your search
@@ -0,0 +1,10 @@
|
||||
fn on_death(event,state,random) {
|
||||
let opened=0;
|
||||
if event.objectives.contains("iron_coast_mission_1:depots_opened") {
|
||||
opened=event.objectives["iron_coast_mission_1:depots_opened"];
|
||||
}
|
||||
#{commands:[
|
||||
#{op:"objective",key:"iron_coast_mission_1:depots_opened",value:opened+1},
|
||||
#{op:"play_sound",sound:"iron_coast_mission_1:depot_open"}
|
||||
],state:state}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
fn on_mission_start(event, state, random) {
|
||||
#{commands:[
|
||||
#{op:"give_item", item:"pulse_cannon:equipment", count:1},
|
||||
#{op:"give_item", item:"iron_coast_mission_1:repair", count:3},
|
||||
#{op:"objective", key:"iron_coast_mission_1:phase", value:1},
|
||||
#{op:"objective", key:"iron_coast_mission_1:turrets_required", value:2},
|
||||
#{op:"objective", key:"iron_coast_mission_1:complete", value:0},
|
||||
#{op:"play_sound", sound:"iron_coast_mission_1:approach"}
|
||||
],state:#{dock_alarm:false,boss_alarm:false,complete:false}}
|
||||
}
|
||||
|
||||
fn on_tick(event, state, random) {
|
||||
let commands=[];
|
||||
if event.tick>=280 && !state.dock_alarm {
|
||||
state.dock_alarm=true;
|
||||
commands.push(#{op:"objective",key:"iron_coast_mission_1:phase",value:2});
|
||||
commands.push(#{op:"play_sound",sound:"iron_coast_mission_1:dock_alarm"});
|
||||
}
|
||||
if event.tick>=720 && !state.boss_alarm {
|
||||
state.boss_alarm=true;
|
||||
commands.push(#{op:"objective",key:"iron_coast_mission_1:phase",value:3});
|
||||
commands.push(#{op:"play_sound",sound:"iron_coast_mission_1:boss_alarm"});
|
||||
}
|
||||
let turrets=0;
|
||||
if event.objectives.contains("iron_coast_turret:defeated") {
|
||||
turrets=event.objectives["iron_coast_turret:defeated"];
|
||||
}
|
||||
let boss=0;
|
||||
if event.objectives.contains("iron_coast_boss:defeated") {
|
||||
boss=event.objectives["iron_coast_boss:defeated"];
|
||||
}
|
||||
// Surviving turrets must be disabled even if the command ship died first.
|
||||
if turrets>=2 && boss>=1 && !state.complete {
|
||||
state.complete=true;
|
||||
commands.push(#{op:"objective",key:"iron_coast_mission_1:phase",value:4});
|
||||
commands.push(#{op:"objective",key:"iron_coast_mission_1:complete",value:1});
|
||||
commands.push(#{op:"credits",amount:5000});
|
||||
commands.push(#{op:"play_sound",sound:"iron_coast_mission_1:victory"});
|
||||
commands.push(#{op:"complete"});
|
||||
}
|
||||
#{commands:commands,state:state}
|
||||
}
|
||||
|
||||
fn on_mission_end(event,state,random) {
|
||||
let value=0;
|
||||
if event.success {value=1;}
|
||||
#{commands:[#{op:"objective",key:"iron_coast_mission_1:debrief",value:value}],state:state}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
fn on_use(event,state,random) {
|
||||
#{commands:[
|
||||
#{op:"shield",amount:25},
|
||||
#{op:"play_sound",sound:"iron_coast_mission_1:repair_use"}
|
||||
],state:state}
|
||||
}
|
||||
Reference in new issue
Block a user