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Aquaria/game_scripts/scripts/entities/formupgradeenergy2.lua

101 lines
2.7 KiB
Lua

-- 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.charge = 0
v.delay = 1
function init(me)
setupEntity(me, "FormUpgrades/EnergyIdol")
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
entity_setCollideRadius(me, 50)
entity_setMaxSpeed(me, 450)
entity_setEntityType(me, ET_ENEMY)
entity_setAllDamageTargets(me, false)
entity_setDamageTarget(me, DT_AVATAR_SHOCK, true)
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, true)
if hasFormUpgrade(FORMUPGRADE_ENERGY2) then
entity_setState(me, STATE_CHARGED)
end
end
function hitSurface(me)
entity_setWeight(me, 0)
entity_clearVel(me)
end
function update(me, dt)
entity_handleShotCollisions(me)
entity_updateMovement(me, dt)
entity_updateCurrents(me)
if not entity_isState(me, STATE_CHARGED) then
v.delay = v.delay - dt
if v.delay < 0 then
v.delay = 0.5
v.charge = v.charge - 1
if v.charge < 0 then
v.charge = 0
end
end
end
end
function enterState(me)
if entity_isState(me, STATE_CHARGED) then
entity_setAllDamageTargets(me, false)
entity_setTexture(me, "FormUpgrades/EnergyIdol-Charged")
--debugLog(msg("GET ENERGY FORM UPGRADE!"))
learnFormUpgrade(FORMUPGRADE_ENERGY2)
elseif entity_isState(me, STATE_INHOLDER) then
entity_setWeight(me, 0)
entity_clearVel(me)
end
end
function exitState(me)
end
function damage(me, attacker, bone, damageType, dmg)
if not entity_isState(me, STATE_CHARGED) then
if damageType == DT_AVATAR_ENERGYBLAST then
--v.charge = v.charge + dmg
elseif damageType == DT_AVATAR_SHOCK then
v.charge = v.charge + 10
end
if v.charge >= 10 then
playSfx("EnergyOrbCharge")
spawnParticleEffect("EnergyOrbCharge", entity_x(me), entity_y(me))
setControlHint("Naija's Energy Form has been upgraded. Energy Blasts will deal more damage.", 0, 0, 0, 8)
entity_setState(me, STATE_CHARGED)
end
end
return false
end
function activate(me)
end