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	Initial commit
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						5af54b9289
					
				
							
								
								
									
										
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								data/items_gfx/handgun.png
									
									
									
									
									
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								data/items_gfx/handgun.png
									
									
									
									
									
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								files/actions.lua
									
									
									
									
									
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								files/actions.lua
									
									
									
									
									
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table.insert( actions,
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{
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	id          = "SEA_OF_SWAMP",
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	name 		= "Sea of swamp",
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	description = "How useful",
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	sprite 		= "mods/example/files/actions/sea_swamp.png",
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	type 		= ACTION_TYPE_MATERIAL,
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	spawn_level                       = "0,4,5,6", -- BERSERK_FIELD
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	spawn_probability                 = "1,1,1,1", -- BERSERK_FIELD
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	price = 350,
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	mana = 140,
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	max_uses = 3,
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	action 		= function()
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		add_projectile("mods/example/files/actions/sea_swamp.xml")
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		c.fire_rate_wait = c.fire_rate_wait + 15
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	end,
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} )
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								files/actions/sea_swamp.png
									
									
									
									
									
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								files/actions/sea_swamp.png
									
									
									
									
									
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								files/actions/sea_swamp.xml
									
									
									
									
									
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								files/actions/sea_swamp.xml
									
									
									
									
									
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<Entity name="$projectile_default">
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	<MaterialSeaSpawnerComponent
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	    size.x="300"
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	    size.y="256"
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	    offset.x="0"
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	    offset.y="158"
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	    speed="10"
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	    noise_threshold="0.0"
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	    material="water_swamp" >
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	</MaterialSeaSpawnerComponent>
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	<LifetimeComponent
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		lifetime="300">
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	</LifetimeComponent>
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	<ParticleEmitterComponent 
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		emitted_material_name="water_swamp"
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		gravity.y="0.0"
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		lifetime_min="6"
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		lifetime_max="8"
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		count_min="8"
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		count_max="8"
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		render_on_grid="1"
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		fade_based_on_lifetime="1"
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		area_circle_radius.min="0"
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		area_circle_radius.max="0"
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		cosmetic_force_create="0"
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		airflow_force="0.51"
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		airflow_time="1.01"
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		airflow_scale="0.05"
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		x_pos_offset_min="0"
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		x_pos_offset_max="0"
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		y_pos_offset_min="0"
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		y_pos_offset_max="0"
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		emission_interval_min_frames="1"
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		emission_interval_max_frames="1"
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		emit_cosmetic_particles="1"
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		image_animation_file="data/particles/image_emitters/sea_oil.png"
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		image_animation_speed="5"
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		image_animation_loop="0"
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		is_emitting="1" >
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	</ParticleEmitterComponent>
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    <MusicEnergyAffectorComponent
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    	energy_target="1">
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    </MusicEnergyAffectorComponent>
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	<AudioComponent
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		file="data/audio/Desktop/projectiles.snd"
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		event_root="player_projectiles/sea_of_oil"
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		set_latest_event_position="1" >
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	</AudioComponent>
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</Entity>
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								files/magic_numbers.xml
									
									
									
									
									
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								files/magic_numbers.xml
									
									
									
									
									
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<MagicNumbers 
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  VIRTUAL_RESOLUTION_X="427" 
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  VIRTUAL_RESOLUTION_Y="242" 
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  > <!-- some magic number defaults could be overridden here -->
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</MagicNumbers>
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								init.lua
									
									
									
									
									
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								init.lua
									
									
									
									
									
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function OnModPreInit()
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	print("Mod - OnModPreInit()") -- first this is called for all mods
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end
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function OnModInit()
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	print("Mod - OnModInit()") -- after that this is called for all mods
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end
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function OnModPostInit()
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	print("Mod - OnModPostInit()") -- then this is called for all mods
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end
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function OnPlayerSpawned( player_entity ) -- this 
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	GamePrint( "Mods says: Player entity id: " .. tostring(player_entity) )
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end
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-- this code runs when all mods' filesystems are registered
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ModLuaFileAppend( "data/scripts/gun/gun_actions.lua", "mods/example/files/actions.lua" ) -- basically dofile("mods/example/files/actions.lua") will appear at the end of gun_actions.lua
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ModMagicNumbersFileAdd( "mods/example/files/magic_numbers.xml" ) -- will override some magic numbers using the specified file
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print("Example mod init done")
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