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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
154
game_scripts/scripts/entities/splitter1.lua
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154
game_scripts/scripts/entities/splitter1.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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-- JELLY
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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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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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local MOVE_STATE_UP = 0
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local MOVE_STATE_DOWN = 1
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v.moveState = 0
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v.moveTimer = 0
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v.velx = 0
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v.waveDir = 1
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v.waveTimer = 0
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v.soundDelay = 0
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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3, -- health
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2, -- manaballamount
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2, -- exp
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10, -- 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, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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2000, -- updateCull -1: disabled, default: 4000
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1
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)
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--entity_setDeathParticleEffect(me, "PurpleExplode")
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entity_initSkeletal(me, "Splitter1")
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entity_scale(me, 1.1, 1.1)
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entity_setDropChance(me, 40, 1)
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--entity_setWeight(me, 300)
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entity_setState(me, STATE_IDLE)
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entity_setTarget(me, getNaija())
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--entity_setDropChance(me, 100)
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end
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function update(me, dt)
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dt = dt * 3
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if entity_touchAvatarDamage(me, 32, 1, 1000) then
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entity_sound(me, "JellyBlup", 800)
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end
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entity_handleShotCollisions(me)
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v.moveTimer = v.moveTimer - dt
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if v.moveTimer < 0 then
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if v.moveState == MOVE_STATE_DOWN then
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v.moveState = MOVE_STATE_UP
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entity_setMaxSpeedLerp(me, 1.5, 0.2)
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entity_scale(me, 0.75, 1, 1, 1, 1)
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v.moveTimer = 3 + math.random(200)/100.0
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entity_sound(me, "JellyBlup")
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elseif v.moveState == MOVE_STATE_UP then
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v.velx = math.random(400)+100
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if math.random(2) == 1 then
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v.velx = -v.velx
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end
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v.moveState = MOVE_STATE_DOWN
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--doIdleScale(me)
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entity_setMaxSpeedLerp(me, 1, 1)
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v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
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end
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end
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v.waveTimer = v.waveTimer + dt
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if v.waveTimer > 2 then
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v.waveTimer = 0
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if v.waveDir == 1 then
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v.waveDir = -1
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else
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v.waveDir = 1
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end
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end
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if v.moveState == MOVE_STATE_UP then
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--entity_addVel(me, v.velx*dt, -600*dt)
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--entity_rotateToVel(me, 1)
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entity_rotateTo(me, 0, 1)
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if not entity_isNearObstruction(getNaija(), 3) then
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entity_moveTowardsTarget(me, dt, 500)
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end
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elseif v.moveState == MOVE_STATE_DOWN then
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entity_addVel(me, 0, 300*dt)
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--entity_moveTowardsTarget(me, dt, 50)
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entity_rotateTo(me, 0, 3)
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entity_exertHairForce(me, 0, 200, dt*0.6, -1)
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end
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entity_doEntityAvoidance(me, dt, 32, 1.0)
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entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
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entity_updateMovement(me, dt)
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end
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function hitSurface(me)
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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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entity_setMaxSpeed(me, 50)
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elseif entity_isState(me, STATE_DEAD) then
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createEntity("Splitter2", "", entity_x(me)-16, entity_y(me))
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createEntity("Splitter2", "", entity_x(me)+16, entity_y(me))
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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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return true
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end
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function exitState(me)
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end
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