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Aquaria/game_scripts/scripts/entities/bigmaul.lua

137 lines
3.5 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
-- ================================================================================================
-- 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