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Move scripts to files, to make automated overriding easier
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153
files/scripts/entities/_unused/spikeball.lua
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153
files/scripts/entities/_unused/spikeball.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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-- SPIKEBALL
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-- ================================================================================================
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-- entity specific
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local STATE_FIRE = 1000
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local STATE_PULLBACK = 1001
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v.fireDelay = 0
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v.dir = 0
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-- ================================================================================================
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-- FUNCTIONS
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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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"SpikeBall", -- texture
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10, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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70, -- collideRadius
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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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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000 -- updateCull -1: disabled, default: 4000
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)
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--entity_scale(me, 0.9, 0.9)
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end
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function update(me, dt)
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entity_heal(me, 1)
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--[[
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 96) then
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entity_moveTowardsTarget(me, dt, -1000)
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end
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end
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]]--
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entity_touchAvatarDamage(me, 64, 1, 0.1)
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local amount = 1000
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if v.dir == 0 then
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entity_addVel(me, -amount, 0)
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elseif v.dir == 1 then
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entity_addVel(me, 0, amount)
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elseif v.dir == 2 then
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entity_addVel(me, amount, 0)
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elseif v.dir == 3 then
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entity_addVel(me, 0, -amount)
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end
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entity_updateMovement(me, dt)
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--[[
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if entity_getTarget(me) ~= 0 then
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entity_flipToEntity(me, entity_getTarget(me))
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end
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if v.fireDelay > 0 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = 0
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end
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end
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1000)
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entity_clearVel(me)
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else
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if entity_isTargetInRange(me, 4000) then
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entity_moveTowardsTarget(me, dt, 500) -- move in if we're too far away
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if entity_isTargetInRange(me, 350) and v.fireDelay==0 then
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entity_setState(me, STATE_FIRE, 0.5)
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end
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else
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entity_clearVel(me)
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end
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end
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end
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if entity_getState(me)==STATE_FIRE then
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entity_moveTowardsTarget(me, dt, -600)
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end
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]]--
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--[[
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if entity_getState(me)==STATE_PULLBACK then
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if not entity_hasTarget(me) then
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entity_setState(me, STATE_IDLE)
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else
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if entity_isTargetInRange(me, 400) then
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entity_moveTowardsTarget(me, dt, -5000)
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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end
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]]--
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--[[
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entity_doEntityAvoidance(me, dt, 128, 0.2);
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-- entity_doSpellAvoidance(dt, 200, 1.5);
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entity_doCollisionAvoidance(me, dt, 6, 0.5);
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--entity_rotateToVel(me, 0.1)
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]]--
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end
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function enterState(me)
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end
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function exitState(me)
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end
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function hitSurface(me)
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--entity_flipHorizontal(me)
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v.dir = v.dir + 1
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if v.dir > 3 then
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v.dir = 0
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end
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end
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function activate(me)
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end
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