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Move scripts to files, to make automated overriding easier
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108
files/scripts/entities/horseshoe.lua
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108
files/scripts/entities/horseshoe.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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v.n = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "HorseShoe")
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--entity_setAllDamageTargets(me, false)
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--entity_generateCollisionMask(me)
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entity_setCollideRadius(me, 32)
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entity_setState(me, STATE_IDLE)
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entity_setHealth(me, 3)
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entity_setDropChance(me, 20, 1)
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entity_scale(me, 0.75, 0.75)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_setUpdateCull(me, 4000)
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end
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function postInit(me)
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v.n = getNaija()
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--entity_setTarget(me, v.n)
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end
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function update(me, dt)
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if not entity_hasTarget(me) then
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entity_findTarget(me, 800)
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if entity_hasTarget(me) then
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entity_moveTowardsTarget(me, 1, 500)
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end
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else
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entity_moveTowardsTarget(me, dt, 800)
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entity_findTarget(me, 2000)
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end
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entity_doEntityAvoidance(me, dt, 32, 0.5)
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entity_doCollisionAvoidance(me, dt, 4, 0.2)
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0, 90)
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.75, 400) then
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entity_moveTowardsTarget(me, 1, -500)
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end
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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, 500)
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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 true
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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function dieNormal(me)
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if chance(20) then
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spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
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end
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end
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