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Clay admonitor #80
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Merged
Merged
Clay admonitor #80
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b03faa6
initial
AzulineSkye 829d912
adjusted stage spawnpools
AzulineSkye 5663d01
admonitor sounds!!
AzulineSkye 8729ae5
im walking here!!
AzulineSkye bf5932c
spawn
AzulineSkye c36325f
jump and fall
AzulineSkye 16f9b38
new anims 7\ 7\ 7\
AzulineSkye 5e60a9a
log
AzulineSkye 384db56
fixed log, adjusted attack hitbox
AzulineSkye 638c378
updated sfx
AzulineSkye 80c0c0b
one last time
AzulineSkye 27101cd
updated comments
AzulineSkye 1c14798
more comments just in case
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,196 @@ | ||
| -- its azuline again!! | ||
| -- clay admonitor is pretty easy to make tbh | ||
| -- the only exception is the push effect they have!! ill comment on it a bunch | ||
| local SPRITE_PATH = path.combine(PATH, "Sprites/Actors/Admonitor") | ||
| local SOUND_PATH = path.combine(PATH, "Sounds/Actors/Admonitor") | ||
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| local sprite_mask = Resources.sprite_load(NAMESPACE, "AdmonitorMask", path.combine(SPRITE_PATH, "mask.png"), 1, 11, 26) | ||
| local sprite_palette = Resources.sprite_load(NAMESPACE, "AdmonitorPalette", path.combine(SPRITE_PATH, "palette.png")) | ||
| local sprite_portrait = Resources.sprite_load(NAMESPACE, "AdmonitorPortrait", path.combine(SPRITE_PATH, "portrait.png")) | ||
| local sprite_spawn = Resources.sprite_load(NAMESPACE, "AdmonitorSpawn", path.combine(SPRITE_PATH, "spawn.png"), 15, 58, 39) | ||
| local sprite_idle = Resources.sprite_load(NAMESPACE, "AdmonitorIdle", path.combine(SPRITE_PATH, "idle.png"), 18, 30, 27) | ||
| local sprite_walk = Resources.sprite_load(NAMESPACE, "AdmonitorWalk", path.combine(SPRITE_PATH, "walk.png"), 8, 27, 31) | ||
| local sprite_jump = Resources.sprite_load(NAMESPACE, "AdmonitorJump", path.combine(SPRITE_PATH, "jump.png"), 1, 26, 33) | ||
| local sprite_jump_peak = Resources.sprite_load(NAMESPACE, "AdmonitorJumpPeak", path.combine(SPRITE_PATH, "jumpPeak.png"), 1, 26, 33) | ||
| local sprite_fall = Resources.sprite_load(NAMESPACE, "AdmonitorFall", path.combine(SPRITE_PATH, "fall.png"), 1, 26, 33) | ||
| local sprite_death = Resources.sprite_load(NAMESPACE, "AdmonitorDeath", path.combine(SPRITE_PATH, "death.png"), 14, 33, 53) | ||
| local sprite_shoot1 = Resources.sprite_load(NAMESPACE, "AdmonitorShoot1", path.combine(SPRITE_PATH, "shoot1.png"), 30, 53, 86) | ||
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| gm.elite_generate_palettes(sprite_palette) | ||
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| local sound_spawn = Resources.sfx_load(NAMESPACE, "AdmonitorSpawn", path.combine(SOUND_PATH, "spawn.ogg")) | ||
| local sound_shoot1a = Resources.sfx_load(NAMESPACE, "AdmonitorShoot1A", path.combine(SOUND_PATH, "shoot1_1.ogg")) | ||
| local sound_shoot1b = Resources.sfx_load(NAMESPACE, "AdmonitorShoot1B", path.combine(SOUND_PATH, "shoot1_2.ogg")) | ||
| local sound_death = Resources.sfx_load(NAMESPACE, "AdmonitorDeath", path.combine(SOUND_PATH, "death.ogg")) | ||
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| local push = Buff.new(NAMESPACE, "AdmonitorPush") | ||
| push.show_icon = false | ||
| push.is_debuff = true | ||
| push:clear_callbacks() | ||
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||
| push:onPostStep(function(actor, stack) | ||
| -- anyways we want to apply this to only classic actors (actors who interact with physics, have skills, etc) | ||
| if GM.actor_is_classic(actor) and actor:get_data().puncher_push then | ||
| actor:skill_util_nudge_forward(actor.pHmax * actor:get_data().puncher_push) -- this will move the victim by their max speed * the strength of the push | ||
| end | ||
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| -- reduce the strength of the push, approaching 0 (technical: functionaly identical to math.approach from rorml) | ||
| if actor:get_data().puncher_push < 0 then | ||
| actor:get_data().puncher_push = math.min(0, actor:get_data().puncher_push + 0.1) | ||
| elseif actor:get_data().puncher_push > 0 then | ||
| actor:get_data().puncher_push = math.max(0, actor:get_data().puncher_push - 0.1) | ||
| end | ||
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||
| -- if the strength of the push is 0, end the debuff early | ||
| if actor:get_data().puncher_push == 0 then | ||
| GM.remove_buff(actor, push) | ||
| end | ||
| end) | ||
|
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||
| -- create the monster log | ||
| local mlog = Monster_Log.new(NAMESPACE, "admonitor") | ||
| mlog.sprite_id = sprite_idle | ||
| mlog.portrait_id = sprite_portrait | ||
| mlog.sprite_offset_x = 44 | ||
| mlog.sprite_offset_y = 48 | ||
| mlog.stat_hp = 350 | ||
| mlog.stat_damage = 17 | ||
| mlog.stat_speed = 1.6 | ||
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| local puncher = Object.new(NAMESPACE, "Admonitor", Object.PARENT.enemyClassic) | ||
| local puncher_id = puncher.value | ||
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| puncher.obj_sprite = sprite_idle | ||
| puncher.obj_depth = 11 -- depth of vanilla pEnemyClassic objects | ||
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| local puncherPrimary = Skill.new(NAMESPACE, "admonitorZ") | ||
| local statePuncherPrimary = State.new(NAMESPACE, "admonitorPrimary") | ||
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| puncher:clear_callbacks() | ||
| puncher:onCreate(function(actor) | ||
| actor.sprite_palette = sprite_palette | ||
| actor.sprite_spawn = sprite_spawn | ||
| actor.sprite_idle = sprite_idle | ||
| actor.sprite_walk = sprite_walk | ||
| actor.sprite_jump = sprite_jump | ||
| actor.sprite_jump_peak = sprite_jump_peak | ||
| actor.sprite_fall = sprite_fall | ||
| actor.sprite_death = sprite_death | ||
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| actor.can_jump = false | ||
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| actor.mask_index = sprite_mask | ||
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| actor.sound_spawn = sound_spawn | ||
| actor.sound_hit = gm.constants.wClayHit | ||
| actor.sound_death = sound_death | ||
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| actor:enemy_stats_init(17, 350, 50, 30) -- damage, hp, knockback cap, experience amount | ||
| actor.pHmax_base = 1.6 -- speed, default speed is 2.4 | ||
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| actor.z_range = 150 -- range of the primary | ||
| actor.monster_log_drop_id = mlog.value | ||
| actor:set_default_skill(Skill.SLOT.primary, puncherPrimary) | ||
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| actor:init_actor_late() | ||
| end) | ||
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| puncherPrimary:clear_callbacks() | ||
| puncherPrimary:onActivate(function(actor) | ||
| actor:enter_state(statePuncherPrimary) | ||
| end) | ||
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| statePuncherPrimary:clear_callbacks() | ||
| statePuncherPrimary:onEnter(function(actor, data) | ||
| actor.image_index = 0 | ||
| data.fired = 0 | ||
| end) | ||
|
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| statePuncherPrimary:onStep(function(actor, data) | ||
| actor:skill_util_fix_hspeed() | ||
| actor:actor_animation_set(sprite_shoot1, 0.23) -- 0.23 is anim speed value, its 0.23 to make the animation match the sound | ||
|
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| if data.fired == 0 then | ||
| data.fired = 1 | ||
| actor:sound_play(sound_shoot1a, 1, 0.9 + math.random() * 0.2) | ||
| end | ||
|
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||
| if data.fired == 1 and actor.image_index >= 14 then | ||
| data.fired = 2 | ||
| actor:sound_play(sound_shoot1b, 1, 0.9 + math.random() * 0.2) | ||
| end | ||
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||
| if data.fired == 2 and actor.image_index >= 16 then | ||
| data.fired = 3 | ||
| if gm._mod_net_isHost() then | ||
| local attack = actor:fire_explosion(actor.x + 75 * actor.image_xscale, actor.y - 5, 130, 32, 4.2, nil, gm.constants.wSparks4).attack_info | ||
| attack.__ssr_puncher_push = 4 * actor.image_xscale | ||
| end | ||
| end | ||
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| actor:skill_util_exit_state_on_anim_end() | ||
| end) | ||
|
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| local puncherPushSync = Packet.new() | ||
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|
||
| puncherPushSync:onReceived(function(msg) | ||
| local actor = msg:read_instance() -- send to clients who got hit | ||
| local strength = msg:read_short() -- send to clients the strength of knockback | ||
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| if not actor:exists() then return end | ||
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| actor:get_data().puncher_push = strength | ||
| GM.apply_buff(actor, push, 3 * 60, 1) -- apply the knockback to the person who got hit | ||
| end) | ||
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| local function sync_puncher_push(actor, strength) | ||
| if not gm._mod_net_isHost() then | ||
| log.warning("sync_puncher_push called on client!") | ||
| return | ||
| end | ||
|
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| local msg = puncherPushSync:message_begin() | ||
| msg:write_instance(actor) | ||
| msg:write_short(strength) | ||
| msg:send_to_all() | ||
| end | ||
|
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| -- onAttackHit callbacks arent synced and only run for the host >> | ||
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|
||
| Callback.add(Callback.TYPE.onAttackHit, "SSRPuncherPush", function(hit_info) | ||
| if hit_info.attack_info.__ssr_puncher_push then | ||
| if hit_info.target and GM.actor_is_classic(hit_info.target) then | ||
| if gm._mod_net_isOnline() then | ||
| sync_puncher_push(hit_info.target, hit_info.attack_info.__ssr_puncher_push) -- >> we use a packet to sync the knockback effect for clients in multiplayer | ||
| end | ||
| hit_info.target:get_data().puncher_push = hit_info.attack_info.__ssr_puncher_push | ||
| GM.apply_buff(hit_info.target, push, 3 * 60, 1) | ||
| end | ||
| end | ||
| end) | ||
|
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||
| local monsterCardPuncher = Monster_Card.new(NAMESPACE, "admonitor") | ||
| monsterCardPuncher.object_id = puncher_id | ||
| monsterCardPuncher.spawn_cost = 160 | ||
| monsterCardPuncher.spawn_type = Monster_Card.SPAWN_TYPE.classic | ||
| monsterCardPuncher.can_be_blighted = true | ||
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||
| local stages = { | ||
| "ror-templeOfTheElders", | ||
| "ror-riskOfRain", | ||
| "ror-boarBeach", -- ive got no idea why nk put them there in ss1 but we decided it would be funny to keep it, also moved to pre loop | ||
| } | ||
|
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| local postLoopStages = { | ||
| "ror-sunkenTombs", | ||
| "ror-ancientValley", | ||
| "ror-magmaBarracks", | ||
| } | ||
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| for _, s in ipairs(stages) do | ||
| local stage = Stage.find(s) | ||
| stage:add_monster(monsterCardPuncher) | ||
| end | ||
|
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| for _, s in ipairs(postLoopStages) do | ||
| local stage = Stage.find(s) | ||
| stage:add_monster_loop(monsterCardPuncher) | ||
| end | ||
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