mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
428 lines
12 KiB
Lua
428 lines
12 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- ================================================================================================
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-- N A U T I L U S P R I M E!!
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-- ================================================================================================
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local STATE_ATTACKPREP = 1000
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local STATE_ATTACK = 1001
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local STATE_STARTDELAY = 1002
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local STATE_GIVEBIRTH = 1003
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.lungeDelay = 0
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v.fireDelay = 0
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v.tentacles = 0
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v.eye = 0
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v.shell = 0
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v.bigFireDelay = 3
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v.shotsFired = 0
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v.startx, v.starty = 0,0
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v.leaveArea = 0
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v.leaveDelay = 0
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v.birthDelay = 2
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v.beserk = false
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v.spawned = nil
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v.n = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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v.spawned = {}
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-- health 40
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setupBasicEntity(
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me,
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"", -- texture
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40, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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180, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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6000, -- updateCull -1: disabled, default: 4000
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1
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)
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v.startx = entity_x(me)
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v.starty = entity_y(me)
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entity_setCull(me, false)
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entity_initSkeletal(me, "NautilusPrime")
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entity_animate(me, "idle", LOOP_INF)
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entity_setDeathParticleEffect(me, "NautilusPrimeExplode")
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entity_setDropChance(me, 75, 2)
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entity_generateCollisionMask(me)
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--entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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v.tentacles = entity_getBoneByName(me, "Tentacles")
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v.eye = entity_getBoneByName(me, "Eye")
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v.shell = entity_getBoneByName(me, "Shell")
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bone_setSegs(v.tentacles, 32, 32, 0.1, 0.1, 0.01, 0.1, 6, 1)
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v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
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v.leaveArea = getNode("NAUTILUSPRIME_LEAVEAREA")
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bone_alpha(v.eye, 0)
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entity_setTargetPriority(me, 1)
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entity_setTargetRange(me, 300)
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entity_setBounceType(me, BOUNCE_REAL)
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entity_setDeathScene(me, true)
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loadSound("NautilusPrime")
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loadSound("BossDieSmall")
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loadSound("BossDieBig")
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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v.n = getNaija()
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end
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local function wakeUp(me)
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overrideZoom(0.5, 1)
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playMusic("MiniBoss")
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v.leaveDelay = 4
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bone_alpha(v.eye, 1, 2)
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entity_setState(me, STATE_STARTDELAY, 1.5)
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entity_sound(me, "NautilusPrime", 800)
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emote(EMOTE_NAIJAUGH)
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end
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v.seen = false
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function update(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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--[[
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if not v.seen and entity_isEntityInRange(me, getNaija(), 600) then
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emote(EMOTE_NAIJAWOW)
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v.seen = true
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end
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]]--
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if entity_getHealth(me) < 15 and not v.beserk then
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v.beserk = true
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bone_setColor(v.shell, 1, 0.5, 0.5, 0.5)
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end
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if entity_hasTarget(me) then
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v.n = getNaija()
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if entity_touchAvatarDamage(me, 200, 1, 800) then
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if not entity_isState(v.n, STATE_PUSH) then
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local x, y = entity_getVectorToEntity(me, v.n)
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x, y = vector_setLength(x, y, 1000)
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entity_push(getNaija(), x, y, 0.5)
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end
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end
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end
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 400)
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if entity_hasTarget(me) then
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wakeUp(me)
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end
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else
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if v.leaveDelay > 0 then v.leaveDelay = v.leaveDelay - dt if v.leaveDelay < 0 then v.leaveDelay = 0 end end
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if v.leaveDelay== 0 and not node_isEntityIn(v.leaveArea, getNaija()) then
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updateMusic()
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overrideZoom(0, 1)
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bone_alpha(v.eye, 0)
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entity_setPosition(me, node_x(v.leaveArea), node_y(v.leaveArea), 2)
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entity_setTarget(me, 0)
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entity_rotate(me, 0, 10)
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entity_clearVel(me)
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entity_heal(me, 10)
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debugLog("nautilusPrime heals 10")
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return
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end
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if v.bigFireDelay > 0 then v.bigFireDelay = v.bigFireDelay - dt if v.bigFireDelay < 0 then v.bigFireDelay = 0 v.shotsFired = 0 v.fireDelay = 0 end end
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if v.bigFireDelay == 0 then
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if v.fireDelay > 0 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 0 end end
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if v.fireDelay == 0 then
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local firex, firey = bone_getWorldPosition(v.tentacles)
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local velx, vely = firex-entity_x(me), firey-entity_y(me)
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local offx, offy = 0,0
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local s = 0
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if not v.beserk then
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s = createShot("NautilusPrimeAngry", me, entity_getTarget(me), firex, firey)
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v.fireDelay = 0.3
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else
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s = createShot("NautilusPrimeNormal", me, entity_getTarget(me), firex, firey)
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v.fireDelay = 0.1
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end
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shot_setAimVector(s, velx, vely)
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v.shotsFired = v.shotsFired + 1
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end
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local maxShots = 3
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if v.beserk then
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maxShots = 14
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end
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if v.shotsFired >= maxShots then
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v.bigFireDelay = 4
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v.shotsFired = 0
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end
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else
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if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end
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end
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if entity_isTargetInRange(me, 2000) then
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if entity_isTargetInRange(me, 200) then
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entity_moveTowardsTarget(me, dt, -500)
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else
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entity_moveTowardsTarget(me, dt, 1000)
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end
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end
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local dist = 500
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if v.beserk then
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dist = 600
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end
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if entity_isTargetInRange(me, dist) then
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if math.random(100) < 40 and v.lungeDelay == 0 and not(v.bigFireDelay == 0) then
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entity_setState(me, STATE_ATTACKPREP, 0.5)
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end
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else
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if v.birthDelay > 0 then
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v.birthDelay = v.birthDelay - dt
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if v.birthDelay < 0 then
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v.birthDelay = 0
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if node_getNumEntitiesIn(v.leaveArea, "Nautilus") < 12 then
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entity_setState(me, STATE_GIVEBIRTH, 3)
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end
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v.birthDelay = 5
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end
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end
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end
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entity_doEntityAvoidance(me, dt, 128, 0.5);
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entity_doCollisionAvoidance(me, dt, 15, 0.1);
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end
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end
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entity_updateMovement(me, dt)
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.tentacles))
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--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.tentacles))
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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if v.beserk then
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entity_setMaxSpeed(me, 600)
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else
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if entity_getHealth(me) < 20 then
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entity_setMaxSpeed(me, 400)
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else
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entity_setMaxSpeed(me, 200)
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end
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end
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elseif entity_getState(me)==STATE_ATTACKPREP then
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entity_setMaxSpeed(me, 0)
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entity_doGlint(me, "Glint", BLEND_ADD)
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elseif entity_isState(me, STATE_STARTDELAY) then
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elseif entity_isState(me, STATE_GIVEBIRTH) then
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entity_animate(me, "birth", LOOP_INF)
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entity_rotate(0, 2)
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debugLog("giving birth!")
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bone_scale(v.eye, 1, 0.7, 0.6)
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entity_offset(me, -20, 0, 1.0, LOOP_INF, 1)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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--[[
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n = getNaija()
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entity_clearVel(v.n)
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entity_idle(v.n)
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entity_offset(me, 5, 0, 0.3, -1, 1)
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clearShots()
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entity_setInvincible(v.n, true)
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cam_toEntity(me)
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entity_setStateTime(me,4)
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]]--
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clearShots()
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entity_stopInterpolating(me)
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entity_setStateTime(me, 99)
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fadeOutMusic(6)
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entity_idle(v.n)
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entity_setInvincible(v.n, true)
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cam_toEntity(me)
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entity_offset(me, 0, 0)
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entity_offset(me, 10, 0, 0.1, -1, 1)
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local e = getFirstEntity()
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while e ~= 0 do
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if node_isEntityIn(v.leaveArea, e) and entity_isName(e, "nautilus") then
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entity_damage(e, me, 99)
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watch(0.2)
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end
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e = getNextEntity()
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end
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watch(1)
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playSfx("BossDieSmall")
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spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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watch(1)
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playSfx("BossDieSmall")
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spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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playSfx("BossDieSmall")
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spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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entity_offset(me, 0, 0)
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entity_offset(me, 20, 0, 0.05, -1, 1)
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playSfx("BossDieBig")
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spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
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fade(1, 1, 1, 1, 1)
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watch(1.2)
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fade(0, 0.5, 1, 1, 1)
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cam_toEntity(v.n)
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entity_setInvincible(v.n, false)
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pickupGem("Boss-Nautilus")
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overrideZoom(0, 1)
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entity_setStateTime(me, 0.1)
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entity_setState(me, STATE_DEAD, -1, 1)
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elseif entity_isState(me, STATE_DEAD) then
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v.n = getNaija()
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overrideZoom(0,1)
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updateMusic()
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cam_toEntity(v.n)
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entity_setInvincible(v.n, false)
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elseif entity_getState(me)==STATE_ATTACK then
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v.lungeDelay = 2.0
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if v.beserk then
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entity_setMaxSpeed(me, 1000)
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else
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entity_setMaxSpeed(me, 1200)
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end
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entity_moveTowardsTarget(me, 1000, 1)
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end
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end
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local function spawnNautilus(me, x, y)
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local ent = createEntity("Nautilus", "", entity_x(me)+x, entity_y(me)+y)
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entity_scale(ent, 0, 0)
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entity_scale(ent, 1, 1, 2.5)
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end
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function exitState(me)
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if entity_getState(me)==STATE_ATTACKPREP then
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if not v.beserk then
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entity_setState(me, STATE_ATTACK, 2.5)
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else
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entity_setState(me, STATE_ATTACK, 3)
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end
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elseif entity_isState(me, STATE_GIVEBIRTH) then
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local out = 100
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spawnNautilus(me, -out, 0)
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spawnNautilus(me, out, 0)
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spawnNautilus(me, 0, -out)
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spawnNautilus(me, 0, out)
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bone_scale(v.eye, 1, 1, 1)
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entity_offset(me, -5, 0, 0.5, -1, 1)
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v.birthDelay = 10 + math.random(5)
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entity_rotate(me, 360 + entity_getRotation(me), 4, LOOP_INF)
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entity_setState(me, STATE_IDLE)
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elseif entity_getState(me)==STATE_ATTACK then
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--entity_disableMotionBlur(me)
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_STARTDELAY) then
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v.lungeDelay = 0
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entity_setState(me, STATE_IDLE)
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--entity_rotate(me, 0)
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entity_rotate(me, 360 + entity_getRotation(me), 4, LOOP_INF)
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end
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end
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function hitSurface(me)
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if entity_isState(me, STATE_ATTACK) then
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entity_sound(me, "BigRockHit", 900+math.random(200))
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local cx, cy = getLastCollidePosition()
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spawnParticleEffect("Dirt", cx, cy)
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shakeCamera(5, 0.5)
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if entity_isEntityInRange(me, getNaija(), 400) then
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avatar_fallOffWall()
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end
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_CRUSH then
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return true
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end
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if bone ~= 0 and bone_isName(bone, "Tentacles") then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 2000)
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if entity_hasTarget(me) then
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wakeUp(me)
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end
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end
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if entity_getHealth(me)-dmg <= 0 then
|
||
|
entity_sound(me, "NautilusPrime", 500)
|
||
|
else
|
||
|
entity_sound(me, "NautilusPrime", 1100+math.random(100))
|
||
|
end
|
||
|
return true
|
||
|
end
|
||
|
playNoEffect()
|
||
|
return false
|
||
|
end
|