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Move scripts to files, to make automated overriding easier
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108
files/scripts/entities/songstalk.lua
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108
files/scripts/entities/songstalk.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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-- SONG STALK
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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.glow = 0
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v.activeTimer = 0
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v.bulb = 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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"", -- texture
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3, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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16, -- 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, 0 = 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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0
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)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "SongStalk")
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v.glow = entity_getBoneByName(me, "Glow")
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v.bulb = entity_getBoneByName(me, "Bulb")
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entity_setState(me, STATE_IDLE)
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entity_setCull(me, false)
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end
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function songNote(me, note)
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_ACTIVE)
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end
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v.activeTimer = 3.5
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local transTime = 0.5
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local r,g,b = getNoteColor(note)
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bone_setColor(v.glow, r,g,b, transTime)
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end
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function update(me, dt)
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if entity_isState(me, STATE_ACTIVE) then
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if v.activeTimer > 0 then
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v.activeTimer = v.activeTimer - dt
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if v.activeTimer <= 0 then
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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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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")
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if v.glow ~= 0 then
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bone_setSegs(v.bulb, 2, 8, 0.8, 0.1, -0.018, 0, 6, 1)
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bone_setColor(v.glow, 1, 1, 1, 1)
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end
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elseif entity_isState(me, STATE_ACTIVE) then
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bone_setSegs(v.bulb, 2, 8, 0.8, 0.1, -0.018, 0, 20, 1)
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--entity_animate(me, "wave", LOOP_INF)
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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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return false
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end
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function exitState(me)
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end
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