-- 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 -- ================================================================================================ -- W A L K E R (alpha) -- ================================================================================================ -- ================================================================================================ -- L O C A L V A R I A B L E S -- ================================================================================================ v.moveTimer = 0 v.n = 0 v.seen = false v.sighTimer = 5 -- ================================================================================================ -- F U N C T I O N S -- ================================================================================================ function init(me) setupBasicEntity(me, "Walker/Body", -- texture 123, -- health 4, -- manaballamount 0, -- exp 0, -- money 480, -- collideRadius (for hitting entities + spells) STATE_IDLE, -- initState 512, -- sprite width 512, -- sprite height 1, -- particle "explosion" type, maps to particleEffects.txt -1 = none 1, -- 0/1 hit other entities off/on (uses collideRadius) 3210 -- updateCull -1: disabled, default: 4000 ) entity_setCullRadius(me, 2048) entity_setEntityType(me, ET_NEUTRAL) entity_setDeathParticleEffect(me, "Explode") entity_initSkeletal(me, "Walker") v.bone_body = entity_getBoneByName(me, "Body") entity_generateCollisionMask(me) -- DARKEN BACK LEGS local backLeg1Bottom = entity_getBoneByName(me, "BackLeg1Bottom") local backLeg1Top = entity_getBoneByName(me, "BackLeg1Top") local BackLeg2Bottom = entity_getBoneByName(me, "BackLeg2Bottom") local backLeg2Top = entity_getBoneByName(me, "BackLeg2Top") local cl = 0.64 bone_setColor(backLeg1Bottom, cl, cl, cl) bone_setColor(backLeg1Top, cl, cl, cl) bone_setColor(BackLeg2Bottom, cl, cl, cl) bone_setColor(backLeg2Top, cl, cl, cl) entity_scale(me, 1.23, 1.23) entity_setDamageTarget(me, DT_AVATAR_LIZAP, false) entity_setDamageTarget(me, DT_AVATAR_PET, false) --esetv(me, EV_WALLOUT, 23) --entity_clampToSurface(me) end function postInit(me) entity_setState(me, STATE_IDLE) v.n = getNaija() -- FLIP WITH A FLIP NODE local node = entity_getNearestNode(me, "FLIP") if node ~=0 then if node_isEntityIn(node, me) then entity_fh(me) --entity_switchSurfaceDirection(me) end end end function update(me, dt) -- NAIJA ATTACHING TO BODY local rideBone = entity_collideSkeletalVsCircle(me, v.n) if rideBone == v.bone_body and avatar_isBursting() and entity_setBoneLock(v.n, me, rideBone) then elseif rideBone ~=0 then local vecX, vecY = entity_getVectorToEntity(me, v.n, 1000) entity_addVel(v.n, vecX, vecY) end -- emote if entity_isEntityInRange(me, v.n, 512) then if not v.seen then if chance(50) then emote(EMOTE_NAIJAWOW) else emote(EMOTE_NAIJALAUGH) end end v.seen = true v.sighTimer = v.sighTimer - dt if v.sighTimer < 0 then emote(EMOTE_NAIJAGIGGLE) v.sighTimer = 8 + math.random(4) end end -- MOVEMENT --entity_rotateToSurfaceNormal(me, 0.54) -- COLLISIONS entity_handleShotCollisionsSkeletal(me) end function enterState(me) if entity_getState(me) == STATE_IDLE then entity_animate(me, "idle", LOOP_INF) end end function damage(me, attacker, bone, damageType, dmg) playNoEffect() return false end