-- Copyright (C) 2007, 2010 - Bit-Blot -- -- This file is part of Aquaria. -- -- Aquaria is free software; you can redistribute it and/or -- modify it under the terms of the GNU General Public License -- as published by the Free Software Foundation; either version 2 -- of the License, or (at your option) any later version. -- -- This program is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. -- -- See the GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with this program; if not, write to the Free Software -- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. if not v then v = {} end if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end -- ================================================================================================ -- NUDI -- ================================================================================================ v.hasShell = true v.pullTime = 0.4 v.escapeTimer = 0 v.escaping = false v.isShell = false v.bone_shell = 0 v.bone_body = 0 v.moveTimer = 0 function v.commonInit(me, shell) v.hasShell = shell local layer = 1 if not shell then layer = 0 end setupBasicEntity( me, "", -- texture 3, -- health 1, -- manaballamount 1, -- exp 0, -- money 20, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 128, -- sprite width 128, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 2000, -- updateCull -1: disabled, default: 4000 layer ) entity_initSkeletal(me, "Nudi") entity_setMaxSpeed(me, 300) entity_setEntityType(me, ET_ENEMY) v.bone_shell = entity_getBoneByName(me, "Shell") v.bone_body = entity_getBoneByName(me, "Body") entity_setAllDamageTargets(me, false) bone_setSegs(v.bone_body) if v.hasShell then entity_setDamageTarget(me, DT_AVATAR_SHOCK, false) entity_setProperty(me, EP_MOVABLE, true) else entity_setAllDamageTargets(me, true) bone_alpha(v.bone_shell, 0, 0.1) entity_setDeathSound(me, "squishy-die") end entity_setDeathParticleEffect(me, "TinyGreenExplode") entity_clampToSurface(me) esetv(me, EV_WALLOUT, 16) entity_setState(me, STATE_IDLE) end function update(me, dt) entity_handleShotCollisions(me) if not v.isShell then if v.hasShell then entity_moveAlongSurface(me, dt, 40, 6, 30) else entity_moveAlongSurface(me, dt, 120, 6, 30) end entity_rotateToSurfaceNormal(me, 0.2) v.moveTimer = v.moveTimer + dt if v.moveTimer > 10 then entity_switchSurfaceDirection(me) v.moveTimer = 0 end else entity_updateMovement(me, dt) end if v.hasShell then entity_touchAvatarDamage(me, 60, 1, 1200) else entity_touchAvatarDamage(me, 60, 0, 1200) end if v.hasShell then if entity_isBeingPulled(me) then local x, y = entity_getVectorToEntity(getNaija(), me) --if not vector_isLength2DIn(x, y, 300) and not v.escaping then if true then entity_animate(me, "shellQuiver", LOOP_INF) v.pullTime = v.pullTime - dt if v.pullTime < 0 then entity_animate(me, "idle", LOOP_INF) entity_applySurfaceNormalForce(me, 800) entity_adjustPositionBySurfaceNormal(me, 64) v.hasShell = false v.isShell = true avatar_setPullTarget(0) --entity_setProperty(me, EP_MOVABLE, false) bone_alpha(v.bone_body, 0, 0.1) entity_setWeight(me, 300) entity_createEntity(me, "NudiNoShell") playSfx("popshell") end else entity_animate(me, "idle", LOOP_INF) end --[[ if v.hasShell then if x ~= 0 or y ~= 0 then x, y = vector_setLength(x, y, 2000*dt) entity_addVel(getNaija(), x, y) end end ]]-- else entity_animate(me, "idle", LOOP_INF) end end end function enterState(me) if entity_getState(me) == STATE_IDLE then bone_setSegs(v.bone_body, 4, 4, 0.54, 0.54, -0.022, 0, 4.3, 1) end end function exitState(me) end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if v.hasShell or v.isShell then return false end return true end function activate(me) end function dieNormal(me) if not v.isShell and not v.hasShell then --50% poultice, 20% healing poultice, 2% sight poultice, 2% leeching poultice local p = randRange(1, 100) if p >= 1 and p <= 2 then spawnIngredient("LeechingPoultice", entity_x(me), entity_y(me)) elseif p >= 3 and p <= 4 then spawnIngredient("SightPoultice", entity_x(me), entity_y(me)) elseif p >= 5 and p <= 25 then spawnIngredient("HealingPoultice", entity_x(me), entity_y(me)) else spawnIngredient("LeafPoultice", entity_x(me), entity_y(me)) end end end