def spawnFinaleSuit(self, task): self.election.saySurleePhrase('This is it, toons. They\'re sending in the boss! Brace yourselves, this will be the toughest one yet!', 1, True) suit = DistributedInvasionSuitAI(self.air, self) suit.dna.newSuit('ls') suit.setSpawnPoint(100) # Point 100 just tells announceGenerate that this is our boss suit.setLevel(4) # Give it the highest level we can. Requires 200 damage for a level 12, 156 for a level 11 suit.generateWithRequired(self.zoneId) suit.d_makeSkelecog() suit.b_setState('FlyDown') self.suits.append(suit)
def spawnFinaleSuit(self, task): self.election.saySurleePhrase("This is it, toons. They're sending in the boss! Brace yourselves, this will be the toughest one yet!", 1, True) suit = DistributedInvasionSuitAI(self.air, self) suit.dna.newSuit('ls') suit.setSpawnPoint(100) suit.setLevel(4) suit.generateWithRequired(self.zoneId) suit.d_makeSkelecog() suit.b_setState('FlyDown') self.suits.append(suit)
def spawnOne(self, suitType, levelOffset=0): if not self.spawnPoints: return pointId = random.choice(self.spawnPoints) self.spawnPoints.remove(pointId) suit = DistributedInvasionSuitAI(self.air, self) suit.dna.newSuit(suitType) suit.setSpawnPoint(pointId) suit.setLevel(levelOffset) suit.generateWithRequired(self.zoneId) if self.waveNumber in SafezoneInvasionGlobals.SuitSkelecogWaves: suit.d_makeSkelecog() suit.b_setState('FlyDown') self.suits.append(suit)
def spawnFinaleSuit(self, task): self.election.saySurleePhrase( 'This is it, toons. They\'re sending in the boss! Brace yourselves, this will be the toughest one yet!', 1, True) suit = DistributedInvasionSuitAI(self.air, self) suit.dna.newSuit('ls') suit.setSpawnPoint( 100) # Point 100 just tells announceGenerate that this is our boss suit.setLevel( 4 ) # Give it the highest level we can. Requires 200 damage for a level 12, 156 for a level 11 suit.generateWithRequired(self.zoneId) suit.d_makeSkelecog() suit.b_setState('FlyDown') self.suits.append(suit)
def spawnOne(self, suitType, levelOffset=0): # Pick a spawnpoint: if not self.spawnPoints: return pointId = random.choice(self.spawnPoints) self.spawnPoints.remove(pointId) # Define our suit: suit = DistributedInvasionSuitAI(self.air, self) suit.dna.newSuit(suitType) suit.setSpawnPoint(pointId) suit.setLevel(levelOffset) suit.generateWithRequired(self.zoneId) # Is this a skelecog wave? if self.waveNumber in SafezoneInvasionGlobals.SuitSkelecogWaves: suit.d_makeSkelecog() # Now send 'em in! suit.b_setState('FlyDown') self.suits.append(suit)