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Move scripts to files, to make automated overriding easier
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147
files/scripts/entities/moloch.lua
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147
files/scripts/entities/moloch.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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-- MOLOCH
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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.fireDelay = 2
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v.moveTimer = 0
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v.charge = 0
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local STATE_CHARGE = 1000
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local STATE_DELAY = 1001
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v.inited = false
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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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"", -- texture
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6, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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48, -- 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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4000 -- updateCull -1: disabled, default: 4000
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)
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entity_scale(me, 0.75, 0.75)
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entity_setDropChance(me, 25)
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entity_clampToSurface(me)
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entity_setDeathParticleEffect(me, "PurpleExplode")
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entity_initSkeletal(me, "Moloch")
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v.charge = entity_getBoneByName(me, "Charge")
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bone_alpha(v.charge, 0)
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entity_animate(me, "idle")
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v.inited = true
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entity_setEatType(me, EAT_FILE, "HotEnergy")
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 0.1)
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if entity_isState(me, STATE_IDLE) then
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entity_moveAlongSurface(me, dt, 140, 6, 10)
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entity_rotateToSurfaceNormal(me, 0.1)
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-- entity_rotateToSurfaceNormal(0.1)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 4 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1200)
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else
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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 = 3
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entity_setState(me, STATE_CHARGE)
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end
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end
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end
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end
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if entity_isState(me, STATE_CHARGE) or entity_isState(me, STATE_DELAY) then
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entity_moveAlongSurface(me, dt, 60, 6, 10)
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entity_rotateToSurfaceNormal(me, 0.1)
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end
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if isObstructed(entity_x(me), entity_y(me)) then
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entity_adjustPositionBySurfaceNormal(me, 1)
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end
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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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if v.inited then
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bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.028, 0, 6, 1)
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end
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elseif entity_isState(me, STATE_CHARGE) then
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local t = 3
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entity_setStateTime(me, t)
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bone_scale(v.charge)
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bone_scale(v.charge, 1.5, 1.5, t)
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--[[
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bone_offset(v.charge, -5)
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bone_offset(v.charge, 5, 0, 0.5, -1)
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]]--
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bone_alpha(v.charge, 1, 0.5)
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bone_setSegs(entity_getBoneByName(me, "Body"), 2, 16, 0.3, 0.3, -0.058, 0, 12, 1)
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elseif entity_isState(me, STATE_DELAY) then
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entity_setStateTime(me, 1)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_CHARGE) then
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local sx, sy = bone_getScale(v.charge)
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if sx > 1.2 then
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bone_alpha(v.charge, 0, 0.2)
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--entity_doGlint(me, "Particles/PurpleFlare")
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--local s = entity_fireAtTarget(me, "", 1.5, 700, 500, 3, 64)
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--shot_setNice(s, "Shots/HotEnergy", "HeatTrail", "HeatHit")
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local s = createShot("HotEnergy", me, entity_getTarget(me), bone_getWorldPosition(v.charge))
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end
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entity_setState(me, STATE_DELAY)
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elseif entity_isState(me, STATE_DELAY) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me)
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return true
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end
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function hitSurface(me)
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end
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