Push Option for dude

Muttie

Still Mildly Glowing
Modder
I had some fun with obj_dude:

Code:
procedure description_p_proc begin
   reg_anim_func(2, dude_obj);
   reg_anim_func(1, 1);
   reg_anim_animate(dude_obj, 49, -1);
   float_msg(dude_obj, message_str(1, random(200, 207)), 8);
   metarule3(100, self_obj, 21, 0);
   add_timer_event(dude_obj, game_ticks(10), 21);
   reg_anim_func(3, 0);
end
Haven't checked what's it in source, but this will let the dude fall on its arse when checking him. Floats:
{200}{}{FUCK!}
{201}{}{*Uffa*}
{202}{}{Not again!}
{203}{}{Why does this keep happening?}
{204}{}{Mum!}
{205}{}{Shoe untied...}
{206}{}{Must learn to keep mouth closed.}
{207}{}{Why bother...}
...
Needs actually a combat check [if (combat_is_initialized == 0) then begin] as combat blocks a lot of stuff (incl. animation). However, without it, examining oneself allows to trigger a "combat float" which is also funny, actually.

And
Code:
procedure timed_event_p_proc begin
...
if (fixed_param == 21) then begin
   if (critter_state(self_obj) != 0) then begin
      float_msg(dude_obj, message_str(1, random(210, 217)), 8);
      add_timer_event(dude_obj, game_ticks(10), 21);
   end
   else begin
      metarule3(100, self_obj, 21, 0);
   end
end
While on its arse it Floats:
{210}{}{Help!}
{211}{}{I can't get up.}
{212}{}{1... 2... 3...}
{213}{}{Still alive!}
{214}{}{I think brahmin was here.}
{215}{}{Anybody?}
{216}{}{*chrrr* *omomomom* *chrrr*}
{217}{}{Why get up when you can fall down again?}

P.S. Could also get a proper standing up animation (in critter_proc?), and find a better fall animation (although I like the sudden flopping on its face and quick getting back up ones). Also this optimizing starts to push it beyond the joke a bit.
 
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