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Move scripts to files, to make automated overriding easier
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192
files/scripts/entities/_unused/jellynew.lua
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192
files/scripts/entities/_unused/jellynew.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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-- J E L L Y - Version 2.0 (alpha)
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-- ================================================================================================
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-- NOTE: This is a WIP! Use the backup if you want it to work.
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_FALLING = 1001
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local STATE_THRUSTING = 1002
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local STATE_BUMPED = 1003
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local STATE_PULLED = 1004
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local STATE_WIGGLING = 1005
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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.mT = 2.1
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v.moveTimer = v.mT
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v.bumpForce = 134
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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(
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me,
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"Jelly", -- texture
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6, -- 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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2100, -- 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_setDropChance(me, 100)
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entity_setEatType(me, EAT_FILE, "Jelly")
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entity_initHair(me, 40, 5, 40, "JellyTentacles")
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entity_exertHairForce(me, 0, 4200, 1)
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end
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function postInit(me)
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entity_setTarget(me, getNaija())
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entity_setState(me, STATE_FALLING)
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end
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function update(me, dt)
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-- GET BUMPED
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if entity_touchAvatarDamage(me, 32, 0, 600) then
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entity_setState(me, STATE_BUMPED)
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-- ...IF NAIJA'S THRUSTING
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if avatar_isBursting() then
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-- Bounce Jelly hard
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local nX, nY = entity_getPosition(getNaija())
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entity_moveTowards(me, nX, nY, 1, -(v.bumpForce*1.4))
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-- ...IF NAIJA'S RIDING SOMETHING
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elseif entity_getRiding(getNaija()) ~= 0 then
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-- Bounce Ride and Jelly away from eachother
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local ride = entity_getRiding(getNaija())
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local rX, rY = entity_getPosition(ride);
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local nX, nY = entity_getPosition(getNaija())
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entity_moveTowards(ride, nX, nX, 1, -(v.bumpForce*2.0))
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entity_moveTowards(me, rX, rY, 1, -v.bumpForce)
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-- ...IF NAIJA'S ONLY MOVING
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else
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-- Bounce Jelly lightly
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local nX, nY = entity_getPosition(getNaija())
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entity_moveTowards(me, nX, nY, 1, -v.bumpForce)
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end
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-- Reset movement stuff
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--[[
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v.moveState = MOVE_STATE_UP
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v.moveTimer = 0
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entity_rotateToVel(me, 7.6)
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entity_scale(me, 1, 1, 1.3, 0, 0, 1)
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entity_sound(me, "JellyBlup", 808)
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]]--
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end
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-- MOVEMENT STUFF
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if v.moveState == MOVE_STATE_DOWN then
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-- Time before thrust
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if v.moveTimer > 0 then v.moveTimer = v.moveTimer - dt
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else
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-- THRUST UP
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local xVel = 43 + math.random(234)
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if chance(50) then xVel = -xVel end
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-- Thrust
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entity_clearVel(me)
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entity_addVel(me, xVel, -v.thrustStrength)
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entity_rotateToVel(me, 0.56)
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v.moveState = MOVE_STATE_UP
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v.moveTimer = 0
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entity_scale(me, 0.8, 1.1, 1.2, 0, 0, 1)
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end
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else
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-- FALL DOWN
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if entity_getVelLen(me) <= 1 then
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entity_scale(me, 1.1, 0.8, 4.73, 0, 0, 1)
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v.moveState = MOVE_STATE_DOWN
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--entity_addVel(me, 0, 42)
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v.moveTimer = v.mT + (math.random(256) * 0.01)
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end
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end
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-- GRAVITY
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if v.moveState == MOVE_STATE_DOWN then
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entity_addVel(me, 0, 4)
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entity_rotateTo(me, 0, 1.4)
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entity_exertHairForce(me, 0, 200, dt*0.6, -1) -- Hair gravity
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end
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-- COLLISION AVOIDANCE
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entity_doEntityAvoidance(me, dt, 43, 0.1)
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entity_doCollisionAvoidance(me, dt, 8, 0.34)
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-- UPDATE EVERYTHING
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entity_doFriction(me, dt, 200)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
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entity_updateHair(me, dt)
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end
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function enterState(me)
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if entity_getState(me) == STATE_FALLING then
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elseif entity_getState(me) == STATE_THRUSTING then
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end
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end
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function damage(me, attacker, bone, damageType, dmg, x, y)
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-- EXTRA DAMAGE WHEN BIT or CHARGE SHOT'D
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if damageType == DT_AVATAR_BITE or damageType == DT_AVATAR_SHOCK then
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entity_changeHealth(me, -dmg)
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else
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-- PUSH WHEN HIT
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entity_moveTowards(me, x, y, 1, -(v.bumpStrength*0.69))
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end
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return true
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end
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function dieNormal(me)
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spawnIngredient("JellyOil", entity_x(me), entity_y(me), math.random(3))
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end
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