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Aria 2025-03-21 22:23:30 +11:00
commit 9c94d113d3
Signed by untrusted user who does not match committer: aria
GPG key ID: 19AB7AA462B8AB3B
10260 changed files with 1237388 additions and 0 deletions

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{
"itemName" : "delaygun",
"maxStack" : 1,
"rarity" : "legendary",
"description" : "Meh, I'll kill you later.",
"shortdescription" : "Test Delay Rifle",
"tooltipKind" : "gun",
"weaponType" : "Delay Rifle",
"twoHanded" : true,
"itemTags" : ["weapon"],
"inventoryIcon" : "delaygun.png",
"animation" : "delaygun.animation",
"animationParts" : {
"gun" : "delaygun.png",
"muzzleFlash" : "muzzleflash.png"
},
"animationCustom" : {
"animatedParts" : { "parts" : {
"gun" : { "properties" : {
"offset" : [0.75, 0.125]
}},
"muzzleFlash" : { "properties" : {
"offset" : [4.0, 0.375]
}}
}},
"sounds" : {
"fire" : [ "/sfx/gun/ar6.ogg" ]
}
},
"fireOffset" : [3.625, 0.375],
"aimOffset" : 0, // fireOffset[2] - gun offset - 0.25
"scripts" : ["delaygun.lua"],
"level" : 5,
"fireTime" : 0.3,
"inaccuracy" : 0.01,
"projectileType" : "delaybullet",
"projectileParameters" : {
"power" : 3
}
}

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{
"animatedParts" : {
"stateTypes" : {
"firing" : {
"default" : "off",
"states" : {
"off" : {},
"fire" : {
"frames" : 2,
"cycle" : 0.07,
"mode" : "transition",
"transition" : "off"
}
}
}
},
"parts" : {
"gun" : {
"properties" : {
"centered" : true,
"image" : "<partImage>",
"offset" : [0.5, 0.125]
}
},
"muzzleFlash" : {
"properties" : {
"zLevel" : -1,
"centered" : true,
"offset" : [3.625, 0.375],
"fullbright" : true
},
"partStates" : {
"firing" : {
"off" : {
"properties" : {
"image" : ""
}
},
"fire" : {
"properties" : {
"image" : "<partImage>:<variant>.<frame>"
}
}
}
}
}
}
},
"lights" : {
"muzzleFlash" : {
"active" : false,
"position" : [3.25, 0.25],
"color" : [60, 60, 0]
}
},
"sounds" : {
"fire" : [ ]
}
}

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require "/scripts/vec2.lua"
function init()
-- scale damage and calculate energy cost
self.pType = config.getParameter("projectileType")
self.pParams = config.getParameter("projectileParameters", {})
if not self.pParams.power then
local projectileConfig = root.projectileConfig(self.pType)
self.pParams.power = projectileConfig.power
end
self.pParams.power = self.pParams.power * root.evalFunction("weaponDamageLevelMultiplier", config.getParameter("level", 1))
self.energyPerShot = 3 * self.pParams.power
self.fireOffset = config.getParameter("fireOffset")
updateAim()
storage.fireTimer = storage.fireTimer or 0
self.recoilTimer = 0
animator.setPartTag("muzzleFlash", "variant", "1")
activeItem.setCursor("/cursors/reticle0.cursor")
self.activeBullets = {}
end
function activate(fireMode, shiftHeld)
if fireMode == "alt" then
triggerBullets()
end
end
function update(dt, fireMode, shiftHeld)
updateAim()
updateBullets()
storage.fireTimer = math.max(storage.fireTimer - dt, 0)
self.recoilTimer = math.max(self.recoilTimer - dt, 0)
if fireMode == "primary"
and storage.fireTimer == 0
and not world.pointTileCollision(firePosition())
and status.overConsumeResource("energy", self.energyPerShot) then
storage.fireTimer = config.getParameter("fireTime", 1.0)
fire()
end
activeItem.setRecoil(self.recoilTimer > 0)
animator.setLightActive("muzzleFlash", self.recoilTimer > 0)
end
function fire()
self.pParams.powerMultiplier = activeItem.ownerPowerMultiplier()
local bulletId = world.spawnProjectile(
self.pType,
firePosition(),
activeItem.ownerEntityId(),
aimVector(),
false,
self.pParams
)
if bulletId then
self.activeBullets[#self.activeBullets + 1] = bulletId
end
animator.setAnimationState("firing", "fire", true)
animator.setPartTag("muzzleFlash", "variant", math.random(1, 3))
animator.playSound("fire")
self.recoilTimer = config.getParameter("recoilTime", 0.08)
end
function updateAim()
self.aimAngle, self.aimDirection = activeItem.aimAngleAndDirection(config.getParameter("aimOffset"), activeItem.ownerAimPosition())
activeItem.setArmAngle(self.aimAngle)
activeItem.setFacingDirection(self.aimDirection)
end
function updateBullets()
local newBullets = {}
for i, bullet in ipairs(self.activeBullets) do
if world.entityExists(bullet) then
newBullets[#newBullets + 1] = bullet
end
end
self.activeBullets = newBullets
end
function triggerBullets()
for i, bullet in ipairs(self.activeBullets) do
world.callScriptedEntity(bullet, "trigger")
end
end
function firePosition()
return vec2.add(mcontroller.position(), activeItem.handPosition(self.fireOffset))
end
function aimVector()
local aimVector = vec2.rotate({1, 0}, self.aimAngle + sb.nrand(config.getParameter("inaccuracy", 0), 0))
aimVector[1] = aimVector[1] * self.aimDirection
return aimVector
end

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{
"frameGrid" : {
"size" : [15, 15],
"dimensions" : [2, 3],
"names" : [
[ "1.1", "1.2" ],
[ "2.1", "2.2" ],
[ "3.1", "3.2" ]
]
}
}

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