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Move scripts to files, to make automated overriding easier
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195
files/scripts/entities/whelkcommon.lua
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195
files/scripts/entities/whelkcommon.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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-- WHELK
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-- ================================================================================================
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v.hasShell = true
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v.pullTime = 0.4
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v.escapeTimer = 0
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v.escaping = false
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v.isShell = false
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v.bone_shell = 0
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v.bone_body = 0
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v.moveTimer = 0
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function v.commonInit(me, shell)
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v.hasShell = shell
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local layer = 1
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if not shell then
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layer = 0
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end
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setupBasicEntity(
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me,
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"", -- texture
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9, -- health
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1, -- manaballamount
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1, -- exp
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0, -- money
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20, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- 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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layer
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)
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entity_initSkeletal(me, "whelk")
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entity_setMaxSpeed(me, 300)
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entity_setEntityType(me, ET_ENEMY)
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v.bone_shell = entity_getBoneByName(me, "Shell")
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v.bone_body = entity_getBoneByName(me, "Body")
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entity_setAllDamageTargets(me, false)
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bone_setSegs(v.bone_body)
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if v.hasShell then
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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entity_setProperty(me, EP_MOVABLE, true)
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else
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entity_setAllDamageTargets(me, true)
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bone_alpha(v.bone_shell, 0, 0.1)
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entity_setDeathSound(me, "squishy-die")
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end
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entity_setDeathParticleEffect(me, "tinyyellowexplode")
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entity_clampToSurface(me)
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esetv(me, EV_WALLOUT, 16)
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entity_setState(me, STATE_IDLE)
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entity_setCullRadius(me, 512)
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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if v.isShell then
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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if not v.isShell then
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if v.hasShell then
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entity_moveAlongSurface(me, dt, 40, 6, 30)
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else
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entity_moveAlongSurface(me, dt, 120, 6, 30)
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end
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entity_rotateToSurfaceNormal(me, 0.2)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 10 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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else
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entity_updateMovement(me, dt)
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end
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if v.hasShell then
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entity_touchAvatarDamage(me, 60, 1, 1200)
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else
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entity_touchAvatarDamage(me, 60, 0, 1200)
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end
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if v.hasShell then
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if entity_isBeingPulled(me) then
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local x, y = entity_getVectorToEntity(getNaija(), me)
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--if not vector_isLength2DIn(x, y, 300) and not v.escaping then
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if true then
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entity_animate(me, "shellQuiver", LOOP_INF)
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v.pullTime = v.pullTime - dt
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if v.pullTime < 0 then
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entity_animate(me, "idle", LOOP_INF)
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entity_applySurfaceNormalForce(me, 800)
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entity_adjustPositionBySurfaceNormal(me, 64)
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v.hasShell = false
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v.isShell = true
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playSfx("popshell")
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avatar_setPullTarget(0)
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--entity_setProperty(me, EP_MOVABLE, false)
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bone_alpha(v.bone_body, 0, 0.1)
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entity_setWeight(me, 300)
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local p = randRange(1, 100)
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if p >= 1 and p <= 2 then
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spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me))
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elseif p >= 3 and p <= 4 then
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spawnIngredient("SightPoultice", entity_x(me), entity_y(me))
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elseif p >= 5 and p <= 25 then
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spawnIngredient("LeafPoultice", entity_x(me), entity_y(me))
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elseif p <= 40 then
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spawnIngredient("PlantLeaf", entity_x(me), entity_y(me))
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end
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entity_createEntity(me, "whelknoshell")
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end
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else
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entity_animate(me, "idle", LOOP_INF)
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end
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--[[
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if v.hasShell then
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if x ~= 0 or y ~= 0 then
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x, y = vector_setLength(x, y, 2000*dt)
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entity_addVel(getNaija(), x, y)
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end
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end
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]]--
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else
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entity_animate(me, "idle", LOOP_INF)
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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_getState(me) == STATE_IDLE then
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bone_setSegs(v.bone_body, 4, 4, 0.54, 0.54, -0.022, 0, 4.3, 1)
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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 hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if v.hasShell or v.isShell then
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return false
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end
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return true
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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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end
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