// standby.txt // Acts like basicnpc.txt, except allows the designer to have the character // abandon all other orders and return to a waypoint, its starting location // or just to stand still. // Memory Cells: // Cell 0 - How creature moves. // 0 - If 0, wander randomly. // 1 - Stands still until a target appears. // 2 - Completely immobile, even if target appears. // Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this // is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when // creature is killed, sets SDF(3,5) to 1.) // Cell 3 - Dialogue node to start with if talked to. if left at 0, this // character doesn't talk. // Cell 4,5 - Stuff done flag. If both 0, nothing. Otherwise, when this // flag is set to a non-zero value, causes character to stand in place, // return to start or go to a waypoint. (See Cell 6) // Cell 6 - Waypoint for creature to return to when the SDF of Cells 4,5 // is set to a non-zero value. If set to 10, character will return to // its starting place. If 0, character will stand in place. begincreaturescript; variables; short i,target,standby,sttype; body; beginstate INIT_STATE; if (get_memory_cell(0) == 2) set_mobility(ME,0); break; beginstate DEAD_STATE; // Set the appropriate stuff done flag for this character being dead if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0)) set_flag(get_memory_cell(1),get_memory_cell(2),1); break; beginstate START_STATE; // Check for standby flag. if((get_memory_cell(4) != 0) || (get_memory_cell(5) != 0)){ standby = get_flag(get_memory_cell(4),get_memory_cell(5)); if(standby > 0){ sttype = get_memory_cell(6); if(sttype == 0){ stop_moving(ME); end_combat_turn(); } if((sttype > 0) && (sttype < 10)){ stop_moving(ME); if(dist_to_waypoint(ME,sttype) <= 0){ stop_moving(ME); end_combat_turn(); } else{ if(approach_waypoint(ME,sttype,0) == 1){ stop_moving(ME); end_combat_turn(); } } } if(sttype >= 10){ stop_moving(ME); if(return_to_start(ME,0) == 1){ stop_moving(ME); end_combat_turn(); } } } } // if I have a target for some reason, go attack it if (target_ok()) { if (dist_to_char(get_target()) <= 16) set_state(3); else set_target(ME,-1); } // Look for a target, attack it if visible if (select_target(ME,8,0)) { do_attack(); set_state(3); } // Have I been hit? Strike back! if (who_hit_me() >= 0) { set_target(ME,who_hit_me()); do_attack(); set_state(3); } // Otherwise, just peacefully move around. Go back to start, if I'm too far // from where I started. if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) { if (get_ran(1,1,100) < 40) return_to_start(ME,1); } else if (get_memory_cell(0) == 0) { fidget(ME,25); } // if we're in combat and the above didn't give me anything to do, just // stop now. Otherwise, game will keep running script, and that eats up CPU time. if (am_i_doing_action() == FALSE) end_combat_turn(); break; beginstate 3; // attacking // Check for standby flag. if((get_memory_cell(4) != 0) || (get_memory_cell(5) != 0)){ standby = get_flag(get_memory_cell(4),get_memory_cell(5)); if(standby > 0){ set_state(START_STATE); } } if (target_ok() == FALSE) set_state(START_STATE); do_attack(); break; beginstate TALKING_STATE; if (get_memory_cell(3) == 0) { print_str("Talking: It doesn't respond."); end(); } begin_talk_mode(get_memory_cell(3)); break;