mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
351 lines
8.5 KiB
Lua
351 lines
8.5 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.core = 0
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v.ring = 0
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v.n = 0
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v.spawnTimer = 0
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v.closeRange = 860
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v.farRange = 950
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v.started = false
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local STATE_READY = 1000
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local STATE_SPAWNJELLIES = 1001
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local STATE_MOVECORE = 1002
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v.maxHealth = 60
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v.zaps = nil
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v.zapGlows = nil
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v.nZaps = 3
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v.zapTimer = 0
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v.zapStart = 5
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v.zapTime = 5
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v.zapGlowStart = 3
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v.zapsOn = false
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v.zapGlowOn = false
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v.dist = 90
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v.start = 0
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v.spread = 120
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v.hardLevel = 0
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function init(me)
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v.zaps = {}
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v.zapGlows = {}
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setupEntity(me)
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--entity_setEntityLayer(me, 1)
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entity_initSkeletal(me, "KingJelly")
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entity_setTargetPriority(me, 1)
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entity_setEntityType(me, ET_ENEMY)
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entity_setCollideRadius(me, 120)
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entity_generateCollisionMask(me)
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entity_animate(me, "idle")
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entity_setCull(me, false)
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entity_setHealth(me, v.maxHealth)
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v.core = entity_getBoneByName(me, "Core")
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v.ring = entity_getBoneByName(me, "Ring")
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--bone_scale(v.core, 1.2, 1.2, 1, -1)
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entity_setState(me, STATE_IDLE)
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v.n = getNaija()
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--entity_setActivation(me, AT_CLICK, 64, 512)
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--[[
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entity_setAllDamageTargets(me, false)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
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]]--
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for i=5,5+v.nZaps do
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v.zaps[i-4] = entity_getBoneByIdx(me, i)
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bone_alpha(v.zaps[i-4], 0)
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end
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for i=10,10+v.nZaps do
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v.zapGlows[i-9] = entity_getBoneByIdx(me, i)
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bone_alpha(v.zapGlows[i-10], 0)
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end
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--entity_initStrands(me, 32, 16, 256, 20, 0.8, 0.9, 1.0)
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--bone_setPosition(v.core, 0, -40, 3, -1, 1, 1)
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entity_setDeathScene(me, true)
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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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if isFlag(FLAG_MINIBOSS_KINGJELLY, 1) then
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entity_delete(me)
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end
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end
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local function activate(me)
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entity_setActivationType(me, AT_NONE)
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entity_setState(me, STATE_READY)
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end
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local function killJellies(me)
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local ent = getFirstEntity()
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while ent ~= 0 do
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if ent ~= me and entity_getEntityType(ent)==ET_ENEMY and entity_isEntityInRange(me, ent, v.farRange*2) and entity_isName(ent, "EvilJelly") then
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entity_damage(ent, me, 1000)
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end
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ent = getNextEntity()
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end
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end
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local function toggleZapGlow(me, on)
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v.zapGlowOn = on
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if on then
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v.start = math.random(360*2)-360
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for i=1,v.nZaps do
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--debugLog("setting alpha to 1")
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bone_rotate(v.zapGlows[i], v.start+(i-1)*v.spread)
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bone_alpha(v.zapGlows[i], 1, 0.2)
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bone_scale(v.zapGlows[i], 1, 1)
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bone_scale(v.zapGlows[i], 1.5, 1.5, 0.2, -1)
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end
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else
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for i=1,v.nZaps do
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--debugLog("setting alpha to 0")
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bone_alpha(v.zapGlows[i], 0, 0.5)
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end
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end
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end
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local function toggleZaps(me, on)
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v.zapsOn = on
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if on then
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toggleZapGlow(me, false)
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for i=1,v.nZaps do
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bone_alpha(v.zaps[i], 1, 0.1)
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end
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for i=1,v.nZaps do
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bone_setSegs(v.zaps[i], 2, 32, 0.8, 0.8, -0.1, 0, 50, 1)
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bone_rotate(v.zaps[i], v.start+(i-1)*v.spread)
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bone_rotate(v.zaps[i], v.start+v.dist+(i-1)*v.spread, v.zapTime/2, -1, 1, 1)
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end
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else
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toggleZapGlow(me, false)
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for i=1,v.nZaps do
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bone_alpha(v.zaps[i], 0, 0.1)
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end
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end
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end
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local function zapCollision(me, dt)
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if not v.zapsOn then return end
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if avatar_isShieldActive() then return end
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for i=1,v.nZaps do
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local rot = bone_getRotation(v.zaps[i])
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if entity_collideCircleVsLineAngle(v.n, rot, 64, 900, 8, entity_getPosition(me)) then
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entity_damage(v.n, me, 1)
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end
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end
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end
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function update(me, dt)
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if entity_isState(me, STATE_DESCEND) and not entity_isInterpolating(me) then
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--entity_setState(me, STATE_IDLE)
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activate(me)
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end
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if entity_getHealthPerc(me) < 0.75 then
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v.hardLevel = 1
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elseif entity_getHealthPerc(me) < 0.90 then
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v.hardLevel = 2
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end
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if v.hardLevel == 2 then
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dt = dt * 1.25
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end
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if not entity_isState(me, STATE_DEATHSCENE) then
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entity_handleShotCollisionsSkeletal(me)
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entity_handleShotCollisions(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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local nx,ny = entity_getPosition(v.n)
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local cx,cy = entity_getPosition(me)
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local x = nx-cx
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local y = ny-cy
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x,y = vector_setLength(x,y,2000)
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entity_addVel(v.n, x, y)
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entity_damage(v.n, me, 1)
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end
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 2000)
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else
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killJellies(me)
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end
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if not entity_isState(me, STATE_IDLE) and not entity_isState(me, STATE_DEATHSCENE) then
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if v.hardLevel > 0 then
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v.zapTimer = v.zapTimer + dt
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if v.zapTimer > v.zapGlowStart and v.zapTimer < v.zapStart and not v.zapGlowOn then
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toggleZapGlow(me, true)
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end
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if v.zapTimer > v.zapStart and not v.zapsOn then
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toggleZaps(me, true)
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elseif v.zapTimer > v.zapStart+v.zapTime and v.zapsOn then
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toggleZaps(me, false)
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v.zapTimer = 0
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end
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zapCollision(me, dt)
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end
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local ent = getFirstEntity()
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while ent ~= 0 do
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if ent ~= me and (entity_getEntityType(ent)==ET_AVATAR or entity_isEntityInRange(me, ent, v.farRange)) then
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if not entity_isEntityInRange(me, ent, v.closeRange) or entity_y(ent) > entity_y(me)+512 then
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if not entity_isState(me, STATE_DESCEND) or entity_y(ent) < entity_y(me) then
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if entity_getEntityType(ent) == ET_AVATAR then
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avatar_fallOffWall()
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end
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local nx,ny = entity_getPosition(ent)
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local cx,cy = entity_getPosition(me)
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local x = nx-cx
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local y = ny-cy
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x,y = vector_setLength(x,y,-2000)
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entity_clearVel(ent)
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entity_addVel(ent, x, y)
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end
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end
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end
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ent = getNextEntity()
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end
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if not entity_isState(me, STATE_DESCEND) then
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v.spawnTimer = v.spawnTimer + dt
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if v.spawnTimer > 10 then
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for i=1,2+v.hardLevel do
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createEntity("EvilJelly", "", entity_getPosition(me))
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end
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v.spawnTimer = 0
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end
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end
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end
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if entity_isState(me, STATE_READY) then
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bone_rotate(v.ring, bone_getRotation(v.ring)+dt*20)
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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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elseif entity_isState(me, STATE_READY) then
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if not v.started then
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overrideZoom(0.5, 1)
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playMusic("MiniBoss")
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emote(EMOTE_NAIJAUGH)
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v.started = true
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end
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for i=1,2+v.hardLevel do
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createEntity("EvilJelly", "", entity_getPosition(me))
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end
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elseif entity_isState(me, STATE_MOVECORE) then
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bone_rotate(v.ring, math.random(360*2)+360*6, 4, 0, 0, 1)
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entity_setStateTime(me, 4)
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elseif entity_isState(me, STATE_DEAD) then
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overrideZoom(0)
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elseif entity_isState(me, STATE_DESCEND) then
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local node = getNode("KINGJELLYPOS")
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entity_setPosition(me, node_x(node), node_y(node), -200, 0, 0, 1)
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--playMusic("inevitable")
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elseif entity_isState(me, STATE_DEATHSCENE) then
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setFlag(FLAG_MINIBOSS_KINGJELLY, 1)
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fadeOutMusic(10)
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entity_setStateTime(me, -1)
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entity_idle(v.n)
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entity_clearVel(v.n)
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entity_flipToEntity(v.n, me)
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for i=1,10 do
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killJellies(me)
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watch(0.1)
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killJellies(me)
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end
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playSfx("BeastForm")
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entity_scale(me, 0.05, 0.05, 4)
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overrideZoom(1, 4)
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watch(4)
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overrideZoom(0)
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pickupGem("boss-jelly")
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--entity_setStateTime(me, 0)
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entity_delete(me)
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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_MOVECORE) then
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local rot = bone_getRotation(v.ring)
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while rot > 360 do
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rot = rot - 360
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end
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bone_rotate(v.ring, rot)
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entity_setState(me, STATE_READY)
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end
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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 hitSurface(me)
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--entity_sound(me, "rock-hit")
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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_DESCEND) then
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return false
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end
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if bone == v.ring then
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return false
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end
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if entity_isState(me, STATE_READY) then
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if bone == 0 then
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--[[
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if entity_getHealth(me)-dmg <= 0 then
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deathScene(me)
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end
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]]--
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entity_setState(me, STATE_MOVECORE)
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return true
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end
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end
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if entity_isState(me, STATE_MOVECORE) then
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if bone == 0 then
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return true
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end
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end
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return false
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end
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