Void Cage

Type:Assembly Brain
Level: not in gallery
Pages: various
Description: This is a multiple brain assembly. Three void tentacle/bushes connect to a central larger tentacle/bush. The player needs to destroy the three outside bushes to destroy the central one, where something of value or a person will be trapped.

Kode

Void Area Master Brain

page 1 @Main Loop

  1. WHEN [started to][countdown timer][0.15]
  2. …WHEN DO [call page][page:@Setup]
  3. WHEN [boolvar:corrupt][equal to][true]
  4. …WHEN [#void amount][less than][1] DO [call page][page:@Apply void]
  5. WHEN [boolvar:corrupt][equals][false]
  6. …WHEN [#void amount][greater than][0] DO [call page][page:@ Remove Void]

page 2 @ Setup

  1. WHEN [#Range][less than or equal to][0] DO [#Range][equals][17]
  2. WHEN DO [boolvar:corrupt][equals][false]
  3. WHEN DO [colorvar: void purple][equals][ custom color]
  4. WHEN DO [colorvar: void blue][equals][custom color]
  5. WHEN [for each of][all objects]
  6. …WHEN [it][boolvar: No Void][equals to][false]
  7. …/…WHEN [distance to][it][from][me][less than or equal to][#Range]
  8. …/…/…WHEN DO [objset:Voided][increment by][it]
  9. …/…/…WHEN DO [it][primary color][equals][ colorvar: void purple]
  10. …/…/…WHEN DO [it][secondary color][equals][ colorvar: void blue]
  11. …/…/…WHEN DO [it][tertiary color][equals][ colorvar: void blue]
  12. …/…/…WHEN DO [it][primary color][alpha][equals][0]
  13. ../…/…WHEN DO [it][secondary color][alpha][equals][0]
  14. ../…/…WHEN DO [it][tertiary color][alpha][equals][0]
  15. WHEN [boolvar: Non Corrupt On Start][equal to][false] DO [boolvar: corrupt][equals][true]

page 3 @Apply Void

  1. WHEN DO [call page [page:@Void Terrain]
  2. WHEN DO [call page][page:@Void Objects]

page 4 @Remove Void

  1. WHEN DO [call page][page:@Heal Terrain]
  2. WHEN DO [ call page][page:@Heal Objects]

page 5 @Void Terrain

  1. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 1][material slot 8]
  2. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 2][material slot 9]
  3. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 3][material slot 10]
  4. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 4][material slot 11]
  5. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 5][material slot 12]
  6. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 6][material slot 13]
  7. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 7][material slot 14]

page 6 @Heal Terrain

  1. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 8][material slot 1]
  2. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 9][material slot 2]
  3. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 10][material slot 3]
  4. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 11][material slot 4]
  5. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 12][material slot 5]
  6. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 13][material slot 6]
  7. WHEN DO [paint terrain][radius][#Range][position][position][replace][material slot 14][material slot 7]

page 7 @Void Objects

  1. WHEN DO [#void amount][increment by][0.1]
  2. WHEN DO [#void amount][equals][clamp][#void amount][max][1][min][0]
  3. WHEN [for each of][objset: Voided]
  4. …WHEN [it][boolvar:void object][equal to][true] DO [it][power on]
  5. …/…WHEN [else]
  6. …/…/…WHEN DO [it][primary color][alpha][equals][#void amount]
  7. …/…/…WHEN DO [it][secondary color][alpha][equals][#void amount]
  8. …/…/…WHEN DO [it][tertiary color][alpha][equals][#void amount]

page 8 @Heal Objects

  1. WHEN DO [#void amount][decrement by][0.1]
  2. WHEN DO [#void amount][equals][clamp][#void amount][max][1][min][0]
  3. WHEN [for each of][objset: Voided]
  4. …WHEN [it][boolvar:void object][equal to][true] DO [it][power off]
  5. …/…WHEN [else]
  6. …/…/…WHEN DO [it][primary color][alpha][equals][#void amount]
  7. …/…/…WHEN DO [it][secondary color][alpha][equals][#void amount]
  8. …/…/…WHEN DO [it][tertiary color][alpha][equals][#void amount]

Void Effect Master Brain

page 1 @Main Loop

  1. WHEN [once]
  2. …WHEN DO [boolvar:void object][equals][true]
  3. …WHEN [#void object score][less than or equal to][0] DO [#void object score][equals][1]
  4. WHEN [has power]
  5. …WHEN DO [call page][page: @Create Effect]
  6. …WHEN [else]
  7. …/….WHEN DO [call page][page:@Remove Effect]

page 2 @Create Effect

  1. WHEN [boolvar:created][not equal to][true] DO [objvar:created effect][equals][create][objvar:void effect][at position][position]
  2. …WHEN DO [objvar:created effect][scale][equals][#void object scale]
  3. …WHEN DO [boolvar:created][equals][true]

page 3 @Remove Effect

  1. WHEN [boolvar:created][equal to][true] DO [boolvar:created][equals][false]
  2. WHEN DO [destroy][objvar:created effect]

Void Area

  1. WHEN DO [#Range][equals][10]
  2. WHEN DO [push brain][iwp: Void Area Master Brain]

Trap Pylon Void Effect

  1. WHEN DO [objvar: void effect][equals][iwp:Void cloud]
  2. WHEN DO [#void object score][equals][0.75]
  3. WHEN DO [push brain][iwp:Void effect Master Brain]

Trap Brain

  1. WHEN [once]
  2. …WHEN DO [collidable][equals][true]
  3. …WHEN DO [visible][equals][true]
  4. …WHEN DO [iwp:Void Aura FX][power on]
  5. …/…WHEN DO [iwp:Lightbulb][power on]
  6. …/…WHEN DO [iwp:Void Beacon][power on]
  7.  line 7 is ignored

Void Pylon

  1. WHEN [once]
  2. …WHEN DO [objset:laser vfx][equals][create][iwp:Pylon Laser VFX]
  3. …WHEN DO [team][equals][team  2]
  4. …WHEN DO [global][objset:trap pylons][increment by][me]
  5. …WHEN DO [#original scale][equals][scale]
  6. …WHEN DO [#shrink timer][equals][16]
  7. …WHEN DO [vectorvar:original position][equals][position]
  8. WHEN [health][increased]
  9. …WHEN DO [boolvar:doshake][equals][true]
  10. WHEN [boolvar:do shake]
  11. …WHEN [duration timer][5][in frames]
  12. …/…WHEN DO [position][equals][vectorvar:original position][plus][random vector][circle][radius][0.1]
  13. …/…WHEN [else] DO [boolvar:do shake][equals][false]
  14. …/…/…WHEN DO [position][equals][vectorvar:original position]
  15. WHEN [not][boolvar:shrunk]
  16. …WHEN [health][less than or equal to][0]
  17. …/…WHEN DO [scale][equals][#original scale]
  18. …/…WHEN DO [invulnerable][equals][true]
  19. …/…/…WHEN DO [attackable][equals][false]
  20. …/…/…WHEN DO [team][equals][team 3]
  21. WHEN [for each of][objset:laser vfx] DO [destroy][it]
  22. WHEN DO [boolvar:shrunk][equals][true]
  23. WHEN [boolvar:shrunk]
  24. …WHEN [duration timer][5][in frames]
  25. …/…WHEN DO [scale][equals][scale][multiplied by][0.95]
  26. …/…WHEN [else]
  27. …/…/…WHEN DO [health][equals][max health]
  28. …/…/..WHEN DO [team][equals][team 2]
  29. …/…/…WHEN DO [attackable][equals][true]
  30. …/…/..WHEN DO [invulnerable][equals][false]
  31. …/…/…WHEN DO [objset:laser vfx][equals][create][iwp:Pylon VFX]
  32. …/…/…WHEN DO [scale][equals][#original scale]
  33. …/…/…WHEN DO [boolvar:shrunk][equals][false]
  34. WHEN[not][shrunk] DO [highlight][purple][strength][0.75][multiplied by][(][health][divided by][max health][)]
  35. …WHEN DO [display meter][health][max][max health][small HUD]
  36. …WHEN DO [play fx][iwp:Pylon Aura][at position][position][scale][0.75]

 

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