stuff
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142
scripts/modules/npc_nun.gd
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142
scripts/modules/npc_nun.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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var root
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var skel
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var hair_skel
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var garments = ["female-panties1", "female-bra1", "female-shirt1"]
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var garments_head = ["female-cap"]
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var basedir = "res://scenes/clothes/"
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var material = preload("res://scenes/clothes/nun-clothes.material")
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#var tween: Tween
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#enum {
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# IDLE,
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# WALKING
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# PRAYING,
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# PRAYING_STARTLED,
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# ACTION
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#}
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#var state = PRAYING
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func _ready():
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root = get_parent()
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root.add_to_group("nuns")
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# tween = Tween.new()
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# tween.playback_process_mode = Tween.TWEEN_PROCESS_PHYSICS
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# tween.process_priority = 30
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# add_child(tween)
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# call_deferred("setup_markers")
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characters.call_deferred("setup_garments", root, garments, garments_head, material)
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#func setup_markers():
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# var cmdq = []
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# if root.has_meta("cmdqueue"):
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# cmdq = root.get_meta("cmdqueue")
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# cmdq.push_back(["hide_marker", "head/marker_talk"])
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# cmdq.push_back(["hide_marker", "head/marker_hips_action"])
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# cmdq.push_back(["register_marker", self, "hips/marker_dagger_sacrifice",
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# {
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# "method": "dagger_sacrifice"
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# }
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# ])
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# cmdq.push_back(["hide_marker", "hips/marker_dagger_sacrifice"])
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# cmdq.push_back(["anim_state", "pray"])
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# root.set_meta("cmdqueue", cmdq)
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# state = PRAYING
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#var state_changed = 0.0
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#func set_orientation(v: Transform):
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# root.set_meta("orientation", v)
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#func set_basis_dir(dir: Vector3):
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# var xdir: Vector3 = dir
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# xdir.y = 0
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# var d0 = xdir.cross(Vector3.UP)
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# var d1 = Vector3.UP
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# var d2 = xdir
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# var basis = Basis(d0, d1, -d2)
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# var orientation = root.get_meta("orientation")
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# orientation.basis = basis
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# root.set_meta("orientation", orientation)
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#func _process(delta):
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# if !skel:
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# skel = root.get_meta("skeleton")
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# var space: PhysicsDirectSpaceState = root.getworld().get_direct_space_state()
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# var p = get_viewport().get_camera().get_meta("player").global_transform
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# var d = p.origin.distance_to(root.global_transform.origin)
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# var px = p.origin
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# px.y = root.global_transform.origin.y
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# var pdir = px - root.global_transform.origin
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# var fdir = -root.global_transform.basis[2]
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# fdir.y = 0
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# pdir.y = 0
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# pdir = pdir.normalized()
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# fdir = fdir.normalized()
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# var cmdq = []
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# if root.has_meta("cmdqueue"):
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# cmdq = root.get_meta("cmdqueue")
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# state_changed -= delta
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# state_changed = clamp(state_changed, 0.0, 10.0)
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# match state:
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# PRAYING:
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# if root.has_meta("req_state") && root.get_meta("req_state") in ["TALK", "ACTION"]:
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# state = ACTION
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# cmdq.push_back(["anim_state", "locomotion"])
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# root.set_meta("cmdqueue", cmdq)
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# elif d < 2.0 && state_changed <= 0.0:
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# if pdir.angle_to(fdir) > PI / 8.0:
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# tween.interpolate_method(self, "set_basis_dir", fdir, pdir, 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
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# tween.start()
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# state_changed = 0.5
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# else:
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# cmdq.push_back(["anim_state", "pray-startled"])
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## cmdq.push_back(["anim_state", "locomotion"])
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## cmdq.push_back(["anim_param", "state/locomotion/loc/blend_position", Vector2(0.5, 0)])
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# root.set_meta("cmdqueue", cmdq)
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# state = PRAYING_STARTLED
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# state_changed = 3.0
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# PRAYING_STARTLED:
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# if root.get_meta("req_state") in ["TALK", "ACTION"]:
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# state = ACTION
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# cmdq.push_back(["anim_state", "locomotion"])
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# root.set_meta("cmdqueue", cmdq)
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# elif d > 4.0 && state_changed <= 0.0:
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# cmdq.push_back(["anim_state", "pray"])
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# root.set_meta("cmdqueue", cmdq)
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# state = PRAYING
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# state_changed = 4.0
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# else:
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# var f = root.global_transform.origin + Vector3.UP * 0.5
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# var t = f + root.global_transform.basis[2] * 0.22
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# var result = space.intersect_ray(f, t, [root])
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# if result.has("collider"):
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# cmdq.push_back(["anim_state", "pray"])
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# root.set_meta("cmdqueue", cmdq)
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# state = PRAYING
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# state_changed = 2.0
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# ACTION:
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# if !root.has_meta("req_state"):
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# state = PRAYING
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#
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## elif d <= 4.0 || state_changed > 0.0:
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## tween.interpolate_method(self, "set_orientation", root.get_meta("orientation"), root.get_meta("orientation").looking_at(px, Vector3(0, 1, 0)), 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
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## tween.start()
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## var sacrifice_marker = skel.get_node("hips/marker_dagger_sacrifice")
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## if sacrifice_marker.visible && !inventory.items.s_dagger:
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## sacrifice_marker.hide()
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## elif !sacrifice_marker.visible && inventory.items.s_dagger:
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## sacrifice_marker.show()
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#
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##func dagger_sacrifice(data):
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## print("dagger sacrifice")
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## var cmdq = []
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## var other = group_manager.player
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## if other.has_meta("cmdqueue"):
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## cmdq = other.get_meta("cmdqueue")
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## cmdq.push_back(["anim_param", "blade_right/blend_amount", 1.0])
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## cmdq.push_back(["equip", "wrist_r/weapon_right", "s_dagger"])
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## other.set_meta("cmdqueue", cmdq)
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## group_manager.submit_player_npc_event_arot(root, "sacrificed-a", root, "sacrificed", root)
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