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plugins/utilities/aura_overload_fx.py
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82
plugins/utilities/aura_overload_fx.py
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# ba_meta require api 9
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# ba_meta name Aura Overload FX
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# ba_meta description Gives the host player a glowing, smoothly transitioning aura.
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# ba_meta author KritarthaT
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import bascenev1 as bs
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import babase
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import random
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class AuraEffect:
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def __init__(self, player: bs.Player):
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self._player = player
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self._light = None
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self._colors = [
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(1, 0, 0), (0, 1, 0), (0, 0, 1),
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(1, 1, 0), (0, 1, 1), (1, 0, 1)
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]
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self._color_index = 0
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self._next_index = 1
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self._t = 0.0
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self._timer = bs.Timer(0.05, self._update, repeat=True)
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def _lerp_color(self, c1, c2, t):
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return tuple(c1[i] + (c2[i] - c1[i]) * t for i in range(3))
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def _update(self):
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if not self._player or not self._player.actor or not self._player.actor.node:
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return
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pos = self._player.actor.node.position
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if not self._light:
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self._light = bs.newnode('light', attrs={
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'position': pos,
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'color': self._colors[self._color_index],
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'radius': 0.3,
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'intensity': 0.8,
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'volume_intensity_scale': 1.0
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})
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# Interpolate color
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self._t += 0.05 / 1.0 # 1 sec per color transition
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if self._t >= 1.0:
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self._t = 0.0
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self._color_index = self._next_index
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self._next_index = (self._next_index + 1) % len(self._colors)
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smooth_color = self._lerp_color(
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self._colors[self._color_index],
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self._colors[self._next_index],
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self._t
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)
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self._light.color = smooth_color
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self._light.position = (pos[0], pos[1] + 0.8, pos[2]) # Follow player
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# Optional visual sparks
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bs.emitfx(
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position=pos,
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velocity=(0, 2, 0),
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count=10,
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scale=0.6,
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spread=0.2,
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chunk_type='spark'
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)
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# ba_meta export plugin
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class AuraOverloadFX(babase.Plugin):
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def __init__(self):
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bs.Activity.__init__ = self._wrap_activity_init(bs.Activity.__init__)
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def _wrap_activity_init(self, original):
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def new_init(activity_self, settings):
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original(activity_self, settings)
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bs.timer(1.0, lambda: self._start_glow(activity_self))
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return new_init
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def _start_glow(self, activity: bs.Activity):
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if activity.players:
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player = activity.players[0] # Host player
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AuraEffect(player)
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