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Move scripts to files, to make automated overriding easier
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181
files/scripts/entities/moray.lua
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181
files/scripts/entities/moray.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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v.attackDelay = 1
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v.boneHead = 0
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v.attackNum = 0
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v.a1 = 0
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v.a2 = 0
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v.a3 = 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, "Moray")
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--entity_setAllDamageTargets(me, false)
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entity_setHealth(me, 10)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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entity_setCullRadius(me, 512)
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entity_setDeathScene(me, true)
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v.boneHead = entity_getBoneByName(me, "Head")
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v.a1 = entity_getBoneByName(me, "a1")
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v.a2 = entity_getBoneByName(me, "a2")
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v.a3 = entity_getBoneByName(me, "a3")
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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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local node = entity_getNearestNode(me, "FLIP")
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if node_isEntityIn(node, me) then
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entity_fh(me)
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end
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end
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function update(me, dt)
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--entity_updateMovement(me, dt)
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entity_clearTargetPoints(me)
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if entity_isState(me, STATE_IDLE) then
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if entity_isEntityInRange(me, v.n, 512) then
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v.attackDelay = v.attackDelay - dt
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if v.attackDelay < 0 then
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entity_setState(me, STATE_ATTACK)
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end
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end
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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if entity_isState(me, STATE_ATTACK) then
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--entity_damage(v.n, me, 1)
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entity_touchAvatarDamage(me, 0, 1, 800)
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else
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entity_touchAvatarDamage(me, 0, 0.5, 800)
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end
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end
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entity_addTargetPoint(me, bone_getWorldPosition(v.boneHead))
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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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elseif entity_isState(me, STATE_DEATHSCENE) then
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entity_setStateTime(me, entity_animate(me, "death")+1)
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entity_setColor(me, 0.2, 0.2, 0.2, entity_getStateTime(me))
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elseif entity_isState(me, STATE_ATTACK) then
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--[[
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atkname = "attack1"
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if entity_y(v.n) < entity_y(me)-16 then
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atkname = "attack2"
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end
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]]--
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local x = entity_x(v.n)
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local y = entity_y(v.n)
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local bx, by = bone_getWorldPosition(v.a1)
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local d1 = vector_getLength(x-bx, y-by)
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local bx, by = bone_getWorldPosition(v.a2)
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local d2 = vector_getLength(x-bx, y-by)
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local bx, by = bone_getWorldPosition(v.a3)
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local d3 = vector_getLength(x-bx, y-by)
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--debugLog(string.format("d1: %d, d2: %d, d3: %d", d1, d2, d3))
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if d1 < d2 and d1 < d3 then
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v.attackNum = 1
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elseif d2 < d1 and d2 < d3 then
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v.attackNum = 2
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elseif d3 < d1 and d3 < d1 then
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v.attackNum = 3
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else
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v.attackNum = 1
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end
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entity_setStateTime(me, entity_animate(me, string.format("attack%d", v.attackNum)))
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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_ATTACK) then
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v.attackDelay = 0.5
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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, attacker, bone, damageType, dmg)
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v.attackDelay = v.attackDelay - dmg*2
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entity_setColor(me, 1, 0.5, 0.5)
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entity_setColor(me, 1, 1, 1, 1)
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return true
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_ATTACK) then
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if key == 2 then
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entity_sound(me, "bite")
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end
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end
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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(75) then
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local bx, by = bone_getWorldPosition(v.boneHead)
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if chance(50) then
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spawnIngredient("SmallEgg", bx , by)
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else
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spawnIngredient("EelOil", bx, by)
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end
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end
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end
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