-- 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 v.n = 0 v.bone_tentacles = 0 v.fireDelay = 0 function init(me) setupEntity(me) entity_setEntityType(me, ET_ENEMY) entity_initSkeletal(me, "Abaddon") --entity_setAllDamageTargets(me, true) entity_generateCollisionMask(me) v.bone_tentacles = entity_getBoneByName(me, "Tentacles") entity_setDeathParticleEffect(me, "BigRedExplode") entity_setDeathScene(me, true) entity_setHealth(me, 24) entity_setState(me, STATE_IDLE) entity_setCullRadius(me, 512) entity_setUpdateCull(me, 3000) entity_setDropChance(me, 100, 1) entity_setDamageTarget(me, DT_ENEMY_BEAM, false) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) end function postInit(me) v.n = getNaija() entity_setTarget(me, v.n) end function update(me, dt) entity_handleShotCollisionsSkeletal(me) local bone = entity_collideSkeletalVsCircle(me, v.n) if bone ~= 0 then entity_touchAvatarDamage(me, 0, 1, 400) end v.fireDelay = v.fireDelay + dt if v.fireDelay > 4 then v.fireDelay = 0 local radius = 64 local maxa = 3.14 * 2 local off = bone_getRotation(v.bone_tentacles) local a = off while a < maxa+off do local s = createShot("Abaddon", me) shot_setAimVector(s, math.sin(a), math.cos(a)) shot_setOut(s, radius) a = a + (3.14*2)/8.0 end end entity_updateMovement(me, dt) end function enterState(me) if entity_isState(me, STATE_IDLE) then bone_rotate(v.bone_tentacles, 360, 10, -1) elseif entity_isState(me, STATE_DEATHSCENE) then local t = 2 entity_offset(me, 10, 0, 0.05, -1, 1) entity_setStateTime(me, t) entity_scale(me, 0.2, 0.2, t, 0, 1) end end function exitState(me) end function damage(me, attacker, bone, damageType, dmg) if bone == v.bone_tentacles then return false end return true end function animationKey(me, key) end function hitSurface(me) end function songNote(me, note) end function songNoteDone(me, note) end function song(me, song) end function activate(me) end