100 lines
2.8 KiB
Lua
100 lines
2.8 KiB
Lua
dofile_once("data/scripts/lib/utilities.lua")
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local entity_id = GetUpdatedEntityID()
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local x, y = EntityGetTransform( GetUpdatedEntityID() )
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local dm = 1.0
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edit_component( entity_id, "HitboxComponent", function(comp,vars)
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dm = ComponentGetValue2( comp, "damage_multiplier" )
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if ( dm < 1.0 ) then
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dm = math.min( 1.0, dm + 0.35 )
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end
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ComponentSetValue2( comp, "damage_multiplier", dm )
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end)
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EntitySetComponentsWithTagEnabled( entity_id, "invincible", false )
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local state = 0
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local p = ""
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local comps = EntityGetComponent( entity_id, "VariableStorageComponent" )
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if ( comps ~= nil ) then
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for i,v in ipairs( comps ) do
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local n = ComponentGetValue2( v, "name" )
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if ( n == "state" ) then
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state = ComponentGetValue2( v, "value_int" )
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state = (state + 1) % 10
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ComponentSetValue2( v, "value_int", state )
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elseif ( n == "memory" ) then
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--print( ComponentGetValue2( v, "value_string" ) )
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p = ComponentGetValue2( v, "value_string" )
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if ( #p == 0 ) then
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p = "data/entities/projectiles/enlightened_laser_darkbeam.xml"
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ComponentSetValue2( v, "value_string", p )
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end
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end
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end
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end
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SetRandomSeed( x, y * GameGetFrameNum() )
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local players = EntityGetWithTag( "player_unit" )
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local player = players[1]
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if ( state == 1 ) then
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if ( #p > 0 ) then
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local angle = Random( 1, 200 ) * math.pi
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local vel_x = math.cos( angle ) * 100
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local vel_y = 0 - math.cos( angle ) * 100
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local spells = { "rocket", "rocket_tier_2", "rocket_tier_3", "grenade", "grenade_tier_2", "grenade_tier_3", "rubber_ball" }
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local rnd = Random( 1, #spells )
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local path = "data/entities/projectiles/deck/" .. spells[rnd] .. ".xml"
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local wid = shoot_projectile( entity_id, "data/entities/animals/boss_pit/wand.xml", x, y, vel_x, vel_y )
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edit_component( wid, "VariableStorageComponent", function(comp,vars)
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ComponentSetValue2( comp, "value_string", path )
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end)
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EntityAddComponent( wid, "HomingComponent",
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{
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homing_targeting_coeff = "30.0",
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homing_velocity_multiplier = "0.16",
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target_tag = "player_unit",
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} )
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if ( string.find( path, "rocket" ) ~= nil ) then
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EntityAddComponent( wid, "VariableStorageComponent",
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{
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name = "mult",
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value_float = 0.5,
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} )
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else
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EntityAddComponent( wid, "VariableStorageComponent",
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{
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name = "mult",
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value_float = 1.2,
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} )
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end
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end
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elseif ( state == 7 ) then
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if ( Random( 1, 10 ) == 5 ) or ( 1 == 1 ) then
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local spells = { "orb_poly", "orb_neutral", "orb_tele", "orb_dark" }
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local rnd = Random( 1, #spells )
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local path = "data/entities/projectiles/" .. spells[rnd] .. ".xml"
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local arc = math.pi * 0.25
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local offset = math.pi * ( Random( 1, 10 ) * 0.1 )
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for i=0,7 do
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local vel_x = math.cos( arc * i + offset ) * 300
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local vel_y = 0 - math.sin( arc * i + offset ) * 300
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shoot_projectile( entity_id, path, x, y, vel_x, vel_y )
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end
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end
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end |