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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
143
game_scripts/scripts/entities/walker.lua
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143
game_scripts/scripts/entities/walker.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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-- W A L K E R (alpha)
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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.moveTimer = 0
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v.n = 0
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v.seen = false
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v.sighTimer = 5
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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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setupBasicEntity(me,
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"Walker/Body", -- texture
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123, -- health
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4, -- manaballamount
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0, -- exp
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0, -- money
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480, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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512, -- sprite width
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512, -- 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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3210 -- updateCull -1: disabled, default: 4000
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)
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entity_setCullRadius(me, 2048)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setDeathParticleEffect(me, "Explode")
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entity_initSkeletal(me, "Walker")
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v.bone_body = entity_getBoneByName(me, "Body")
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entity_generateCollisionMask(me)
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-- DARKEN BACK LEGS
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local backLeg1Bottom = entity_getBoneByName(me, "BackLeg1Bottom")
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local backLeg1Top = entity_getBoneByName(me, "BackLeg1Top")
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local BackLeg2Bottom = entity_getBoneByName(me, "BackLeg2Bottom")
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local backLeg2Top = entity_getBoneByName(me, "BackLeg2Top")
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local cl = 0.64
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bone_setColor(backLeg1Bottom, cl, cl, cl)
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bone_setColor(backLeg1Top, cl, cl, cl)
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bone_setColor(BackLeg2Bottom, cl, cl, cl)
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bone_setColor(backLeg2Top, cl, cl, cl)
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entity_scale(me, 1.23, 1.23)
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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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--esetv(me, EV_WALLOUT, 23)
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--entity_clampToSurface(me)
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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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v.n = getNaija()
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-- FLIP WITH A FLIP NODE
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local node = entity_getNearestNode(me, "FLIP")
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if node ~=0 then
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if node_isEntityIn(node, me) 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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end
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function update(me, dt)
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-- NAIJA ATTACHING TO BODY
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local rideBone = entity_collideSkeletalVsCircle(me, v.n)
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if rideBone == v.bone_body and avatar_isBursting() and entity_setBoneLock(v.n, me, rideBone) then
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elseif rideBone ~=0 then
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local vecX, vecY = entity_getVectorToEntity(me, v.n, 1000)
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entity_addVel(v.n, vecX, vecY)
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end
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-- emote
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if entity_isEntityInRange(me, v.n, 512) then
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if not v.seen then
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if chance(50) then
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emote(EMOTE_NAIJAWOW)
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else
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emote(EMOTE_NAIJALAUGH)
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end
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end
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v.seen = true
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v.sighTimer = v.sighTimer - dt
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if v.sighTimer < 0 then
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emote(EMOTE_NAIJAGIGGLE)
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v.sighTimer = 8 + math.random(4)
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end
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end
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-- MOVEMENT
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--entity_rotateToSurfaceNormal(me, 0.54)
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-- COLLISIONS
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entity_handleShotCollisionsSkeletal(me)
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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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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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playNoEffect()
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return false
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end
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