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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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198
game_scripts/scripts/entities/groundshocker.lua
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198
game_scripts/scripts/entities/groundshocker.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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-- G R O U N D S H O C K E R
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-- ================================================================================================
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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.shellOn = true
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v.pullTime = 1.11
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v.attackTime = 0.7
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v.mT = 0
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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v.moveTimer = 3.2 + (math.random(432) * 0.01)
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v.shotTimer = 2.1 + (math.random(210) * 0.01)
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setupBasicEntity(
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me,
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"GroundShocker/Core", -- texture
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7, -- health
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1, -- manaballamount
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0, -- exp
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0, -- money
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32, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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2000 -- updateCull -1: disabled, default: 4000
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)
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDropChance(me, 12)
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entity_initSkeletal(me, "GroundShocker")
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v.bone_core = entity_getBoneByName(me, "Core")
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v.bone_shell = entity_getBoneByName(me, "Shell")
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entity_generateCollisionMask(me)
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entity_setAllDamageTargets(me, false)
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entity_setEntityType(me, ET_ENEMY)
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entity_setProperty(me, EP_MOVABLE, true)
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esetv(me, EV_WALLOUT, 2)
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esetvf(me, EV_CLAMPTRANSF, 0.2)
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entity_clampToSurface(me)
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bone_setSegs(v.bone_core)
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loadSound("groundshocker-attack")
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end
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function postInit(me)
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entity_setState(me, STATE_IDLE)
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-- RANDOMLY FLIP HORIZONTALLY
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if chance(50) then
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entity_fh(me)
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entity_switchSurfaceDirection(me)
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end
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end
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function update(me, dt)
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entity_findTarget(me, 690) -- Active range
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v.attackTime = v.attackTime - dt
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if v.attackTime <= 0 then v.attackTime = 0 end
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-- MOVE ALONG SURFACE
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if v.attackTime <= 0 then
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if eisv(me, EV_CLAMPING, 0) then
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entity_moveAlongSurface(me, dt, 32)
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v.moveTimer = v.moveTimer - dt
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if v.moveTimer <= 0 then
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v.moveTimer = 3.2 + (math.random(432) * 0.01)
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if chance(78) then entity_switchSurfaceDirection(me) end
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end
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end
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end
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entity_rotateToSurfaceNormal(me, 0.34)
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-- SHOOT FOOLS
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v.shotTimer = v.shotTimer - dt
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if v.shotTimer <= 0 then
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v.shotTimer = 2.1 + (math.random(210) * 0.01)
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v.attackTime = 0.7
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local meX, meY = bone_getWorldPosition(v.bone_core)
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local nX, nY = entity_getNormal(me)
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nX, nY = vector_setLength(nX, nY, 16)
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spawnParticleEffect("GroundShockerShock", entity_x(me), entity_y(me))
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createEntity("GroundShockerAttackL", "", entity_x(me) + nX, entity_y(me) + nY)
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createEntity("GroundShockerAttackR", "", entity_x(me) + nX, entity_y(me) + nY)
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entity_sound(me, "groundshocker-attack")
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end
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if v.shellOn == true then
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-- PULL OFF SHELL
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if entity_isBeingPulled(me) then
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if v.pullTime > 0 then
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v.pullTime = v.pullTime - dt
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else
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v.shellOn = false
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bone_alpha(v.bone_shell, 0, 0.1)
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entity_setProperty(me, EP_MOVABLE, false)
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entity_setAllDamageTargets(me, true)
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local meX, meY = bone_getWorldPosition(v.bone_core)
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local nX, nY = entity_getNormal(me)
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nX, nY = vector_setLength(nX, nY, 256)
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local ent_shell = createEntity("GroundShockerShell", "", entity_x(me) + nX/4, entity_y(me) + nY/4)
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entity_rotateToVec(ent_shell, nX, nY)
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entity_moveTowards(ent_shell, entity_x(getNaija()), entity_y(getNaija()), 1, 1234)
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end
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else
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v.pullTime = 1.11
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, getNaija())
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if bone ~= 0 then
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local nX, nY = entity_getPosition(getNaija())
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local bX, bY = bone_getWorldPosition(bone)
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nX = nX - bX
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nY = nY - bY
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nX, nY = vector_setLength(nX, nY, 600)
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entity_addVel(getNaija(), nX, nY)
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end
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else
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 42, 0.21, 321)
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end
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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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bone_setSegs(v.bone_core, 4, 4, 0.6, 0.6, -0.022, 0, 4.8, 1)
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v.moveTimer = v.mT + (math.random(432) * 0.01)
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end
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if v.shellOn == true then
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return false
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else
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return true
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end
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end
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function hitSurface(me)
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end
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function dieNormal(me)
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if chance(75) then
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spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
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end
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end
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