mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-12-22 02:17:33 +00:00
Implement spiral movement
Also: - Disable polymorphing, teleportation - Decrease camera smoothing - Disable infuence of the mouse on the camera - Disable parallax effect - Add some useful effects to player - Increase player HP
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2
.vscode/settings.json
vendored
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.vscode/settings.json
vendored
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{
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}
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21
LICENSE
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LICENSE
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MIT License
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Copyright (c) 2019 David Vogel
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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// Copyright (c) 2019 David Vogel
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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7
data/entities/misc/effect_polymorph.xml
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data/entities/misc/effect_polymorph.xml
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<Entity>
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<InheritTransformComponent>
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</InheritTransformComponent>
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<GameEffectComponent >
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</GameEffectComponent >
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</Entity>
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data/entities/misc/effect_polymorph_random.xml
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data/entities/misc/effect_polymorph_random.xml
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<Entity>
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<InheritTransformComponent>
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</InheritTransformComponent>
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<GameEffectComponent >
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</GameEffectComponent >
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</Entity>
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data/entities/misc/effect_teleportation.xml
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data/entities/misc/effect_teleportation.xml
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<Entity>
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<InheritTransformComponent>
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</InheritTransformComponent>
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<GameEffectComponent >
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</GameEffectComponent >
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</Entity>
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7
data/entities/misc/effect_teleportation_enemy.xml
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data/entities/misc/effect_teleportation_enemy.xml
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<Entity>
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<InheritTransformComponent>
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</InheritTransformComponent>
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<GameEffectComponent >
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</GameEffectComponent >
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</Entity>
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data/entities/misc/effect_teleportitis.xml
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data/entities/misc/effect_teleportitis.xml
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<Entity>
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<InheritTransformComponent>
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</InheritTransformComponent>
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<GameEffectComponent >
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</GameEffectComponent >
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</Entity>
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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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<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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157
files/capture.lua
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files/capture.lua
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-- Copyright (c) 2019 David Vogel
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--
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-- This software is released under the MIT License.
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-- https://opensource.org/licenses/MIT
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dofile("data/scripts/lib/coroutines.lua")
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--dofile("data/scripts/lib/utilities.lua")
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dofile("data/scripts/perks/perk_list.lua")
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local CAPTURE_GRID_SIZE = 64 -- in ingame pixels
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local CAPTURE_DELAY = 30 -- in frames
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local CAPTURE_FORCE_HP = 40 -- * 25HP
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local function getPlayer()
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local players = EntityGetWithTag("player_unit")
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if players == nil or #players < 1 then
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return nil
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end
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return players[1]
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end
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local function getPlayerPos()
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return EntityGetTransform(getPlayer())
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end
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local function teleportPlayer(x, y)
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EntitySetTransform(getPlayer(), x, y)
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end
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local function setPlayerHP(hp)
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local damagemodels = EntityGetComponent(getPlayer(), "DamageModelComponent")
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if damagemodels ~= nil then
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for i, damagemodel in ipairs(damagemodels) do
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ComponentSetValue(damagemodel, "max_hp", hp)
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ComponentSetValue(damagemodel, "hp", hp)
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end
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end
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end
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local function addEffectToEntity(entity, gameEffect)
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local gameEffectComp = GetGameEffectLoadTo(entity, gameEffect, true)
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if gameEffectComp ~= nil then
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ComponentSetValue(gameEffectComp, "frames", "-1")
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end
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end
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local function addPerkToPlayer(perkID)
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local playerEntity = getPlayer()
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local x, y = getPlayerPos()
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local perkData = get_perk_with_id(perk_list, perkID)
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-- Add effect
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addEffectToEntity(playerEntity, perkData.game_effect)
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-- Add ui icon etc
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local perkIcon = EntityCreateNew("")
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EntityAddComponent(
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perkIcon,
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"UIIconComponent",
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{
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name = perkData.ui_name,
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description = perkData.ui_description,
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icon_sprite_file = perkData.ui_icon
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}
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)
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EntityAddChild(playerEntity, perkIcon)
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--local effect = EntityLoad("data/entities/misc/effect_protection_all.xml", x, y)
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--EntityAddChild(playerEntity, effect)
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end
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local function preparePlayer()
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local playerEntity = getPlayer()
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addEffectToEntity(playerEntity, "PROTECTION_ALL")
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addPerkToPlayer("BREATH_UNDERWATER")
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addPerkToPlayer("INVISIBILITY")
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addPerkToPlayer("REMOVE_FOG_OF_WAR")
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addPerkToPlayer("REPELLING_CAPE")
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addPerkToPlayer("WORM_DETRACTOR")
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setPlayerHP(CAPTURE_FORCE_HP)
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end
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local function resetPlayer()
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setPlayerHP(CAPTURE_FORCE_HP)
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end
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local function doCapture()
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local ox, oy = getPlayerPos()
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local x, y = ox, oy
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preparePlayer()
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-- Coroutine to force player to x, y coordinate
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async_loop(
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function()
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teleportPlayer(x, y)
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resetPlayer()
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wait(0)
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end
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)
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-- Coroutine to calculate next coordinate, and trigger screenshots
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local i = 1
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async_loop(
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function()
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-- +x
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for i = 1, i, 1 do
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x, y = x + CAPTURE_GRID_SIZE, y
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wait(CAPTURE_DELAY)
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end
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-- +y
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for i = 1, i, 1 do
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x, y = x, y + CAPTURE_GRID_SIZE
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wait(CAPTURE_DELAY)
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end
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i = i + 1
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-- -x
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for i = 1, i, 1 do
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x, y = x - CAPTURE_GRID_SIZE, y
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wait(CAPTURE_DELAY)
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end
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-- -y
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for i = 1, i, 1 do
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x, y = x, y - CAPTURE_GRID_SIZE
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wait(CAPTURE_DELAY)
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end
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i = i + 1
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end
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)
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end
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-- #### UI ####
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local gui = GuiCreate()
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async_loop(
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function()
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if gui ~= nil then
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GuiStartFrame(gui)
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GuiLayoutBeginVertical(gui, 50, 20)
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if GuiButton(gui, 0, 0, "Start capturing map", 1) then
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doCapture()
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GuiDestroy(gui)
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gui = nil
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end
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GuiTextCentered(gui, 0, 0, "Don't do anything while the capturing process is running!")
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GuiTextCentered(gui, 0, 0, "Use ESC and close the game to stop the process.")
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GuiLayoutEnd(gui)
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end
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wait(0)
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end
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)
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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 VIRTUAL_RESOLUTION_X="427"
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VIRTUAL_RESOLUTION_Y="242"
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CAMERA_NO_MOVE_BUFFER_NEAR_VIEWPORT_EDGE="0.0"
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CAMERA_MOUSE_INTERPOLATION_SPEED="0.0"
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CAMERA_POSITION_INTERPOLATION_SPEED="50.0"
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DRAW_PARALLAX_BACKGROUND="0">
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</MagicNumbers>
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15
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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-- 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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-- 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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-- 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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function OnPlayerSpawned(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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ModLuaFileAppend("data/scripts/director_init.lua", "mods/capture-all/files/capture.lua")
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ModMagicNumbersFileAdd("mods/capture-all/files/magic_numbers.xml") -- override some game constants
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