mirror of
https://github.com/AquariaOSE/Aquaria.git
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153 lines
3.9 KiB
Lua
153 lines
3.9 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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v.n = 0
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v.maxHits = 3
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v.hits = v.maxHits
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v.head = 0
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v.beam = 0
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v.hit = false
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "chestmonster")
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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v.head = entity_getBoneByName(me, "head")
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_setDamageTarget(me, DT_ENEMY, false)
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entity_setDamageTarget(me, DT_ENEMY_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
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entity_scale(me, 3, 3)
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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end
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function update(me, dt)
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_setPosition(v.n, entity_x(v.n)-20, entity_y(v.n))
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entity_addVel(v.n, -1000, 0)
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entity_damage(v.n, me, 1)
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end
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if v.beam ~= 0 then
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beam_setPosition(v.beam, entity_x(me), entity_y(me))
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end
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_OPEN) then
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setSceneColor(0.4, 0.4, 1, 1)
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entity_setStateTime(me, entity_animate(me, "open"))
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elseif entity_isState(me, STATE_OPENED) then
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playSfx("PowerUp")
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playSfx("FizzleBarrier")
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v.beam = createBeam(0, 0, entity_getRotation(me)-90, 1)
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beam_setTexture(v.beam, "creator/form6/beam")
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beam_setBeamWidth(v.beam, 256)
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beam_setDamage(v.beam, 3)
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elseif entity_isState(me, STATE_CLOSE) then
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entity_setStateTime(me, entity_animate(me, "close"))
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beam_delete(v.beam)
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v.beam = 0
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elseif entity_isState(me, STATE_CLOSED) then
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if v.hit then
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local e1 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)-32)
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local e2 = createEntity("mutilus", "", entity_x(me)-64-10, entity_y(me))
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local e3 = createEntity("mutilus", "", entity_x(me)-64, entity_y(me)+32)
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spawnParticleEffect("tinyredexplode", entity_x(e1), entity_y(e1))
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spawnParticleEffect("tinyredexplode", entity_x(e2), entity_y(e2))
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spawnParticleEffect("tinyredexplode", entity_x(e3), entity_y(e3))
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end
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v.hit = false
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entity_setStateTime(me, 1)
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setSceneColor(1, 1, 1, 2)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_OPEN) then
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entity_setState(me, STATE_OPENED, 4)
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elseif entity_isState(me, STATE_OPENED) then
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entity_setState(me, STATE_CLOSE)
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elseif entity_isState(me, STATE_CLOSE) then
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entity_setState(me, STATE_CLOSED)
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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 entity_isState(me, STATE_OPEN) and bone == v.head then
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if not v.hit then
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v.hit = true
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playSfx("creatorform6-die3")
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bone_damageFlash(entity_getBoneByIdx(me, 0))
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bone_damageFlash(entity_getBoneByIdx(me, 1))
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bone_damageFlash(entity_getBoneByIdx(me, 2))
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end
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else
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playNoEffect()
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end
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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