-- 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 -- ================================================================================================ -- BIG MAUL -- ================================================================================================ v.shotDelay = 2 v.shotDelay2 = 0 v.shots = 3 v.createtimer = 0.5 v.cr = 80 function init(me) setupBasicEntity( me, "", -- texture 30, -- health 1, -- manaballamount 1, -- exp 1, -- money v.cr, -- collideRadius (only used if hit entities is on) STATE_IDLE, -- initState 90, -- sprite width 90, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 0, -- 0/1 hit other entities off/on (uses collideRadius) 4000 -- updateCull -1: disabled, default: 4000 ) entity_setDeathParticleEffect(me, "NewtExplode") entity_initSkeletal(me, "BigMaul") entity_scale(me, 1.5, 1.5) entity_animate(me, "idle", -1) end function update(me, dt) if not entity_hasTarget(me) then entity_findTarget(me, 1000) else v.shotDelay = v.shotDelay - dt if v.shotDelay < 0 then v.shotDelay2 = v.shotDelay2 - dt if v.shotDelay2 < 0 then -- FIXME: obsolete function --entity_fireAtTarget(me, 1, 1000, 1500, 5, 64) v.shots = v.shots - 1 v.shotDelay2 = 0.2 if v.shots <= 0 then v.shotDelay = 1 v.shotDelay2 = 0 v.shots = 3 end end end entity_moveTowardsTarget(me, dt, 500) entity_flipToEntity(me, entity_getTarget(me)) end v.createtimer = v.createtimer - dt if v.createtimer < 1 then local n = 10 while n > 0 do createEntity("Maul", "", entity_x(me), entity_y(me)) n = n - 1 end v.createtimer = 30 end entity_doEntityAvoidance(me, dt, 256, 0.2) entity_updateMovement(me, dt) entity_doCollisionAvoidance(me, dt, 8, 0.5) entity_handleShotCollisions(me) entity_touchAvatarDamage(me, v.cr, 1, 1000) end function enterState(me) if entity_getState(me)==STATE_IDLE then entity_setMaxSpeed(me, 200) end end function exitState(me) end function activate(me) end function hitSurface(me) end function damage(me, attacker, bone, damageType, dmg) if damageType == DT_AVATAR_BITE then entity_changeHealth(me, -2) end return true end function dieNormal(me) local p = randRange(1, 100) if p <= 10 then -- 10% spawnIngredient("ToughCake", entity_x(me), entity_y(me)) elseif p > 10 and p <= 30 then -- 20% spawnIngredient("TastyCake", entity_x(me), entity_y(me)) elseif p > 30 and p <= 40 then -- 10% spawnIngredient("RubberyMeat", entity_x(me), entity_y(me)) elseif p > 40 and p <= 45 then -- 5% spawnIngredient("ArcanePoultice", entity_x(me), entity_y(me)) end end