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Move scripts to files, to make automated overriding easier
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117
files/scripts/entities/groundshockerattackcommon.lua
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117
files/scripts/entities/groundshockerattackcommon.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 A T T A C K
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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.direction = 0
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v.life = 0.87
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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 v.commonInit(me, dir)
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setupBasicEntity(
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me,
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"GroundShocker/Shell", -- 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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64, -- 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_setAllDamageTargets(me, false)
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esetv(me, EV_WALLOUT, 4)
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esetvf(me, EV_CLAMPTRANSF, 0.2)
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entity_clampToSurface(me)
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--entity_scale(me, 0.87, 0.87)
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--entity_alpha(me, 0.87)
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entity_alpha(me, 0)
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entity_scale(me, 0)
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v.direction = dir
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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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-- FLIP HORIZONTALLY
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if v.direction >= 1 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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-- DESTROY AFTER TIME
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v.life = v.life - dt
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if v.life <= 0 then
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entity_alpha(me, 0, 0.23)
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entity_scale(me, 0, 0, 0.23)
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entity_delete(me, 0.23)
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spawnParticleEffect("GroundShockerShellDestroy", entity_x(me), entity_y(me))
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end
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spawnParticleEffect("GroundShockerAttack", entity_x(me), entity_y(me))
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-- MOVE ALONG SURFACE
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if eisv(me, EV_CLAMPING, 0) then
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entity_moveAlongSurface(me, dt, 640)
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end
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entity_rotateToSurfaceNormal(me, 0.1)
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entity_touchAvatarDamage(me, 64, 0.69, 420)
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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 exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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return false
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end
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function hitSurface(me)
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end
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