// talkparty.txt // A very simple, naive text. Creature attacks anything it hates nearby. // Once it has won, it returns to its home. // If the party approaches this creature, the creature speaks with the // party. // // by Terror's Martyr (terrorsmartyr@wi.rr.com) // based off of the "wisp.txt" script used in Valley of the Dying Things // // 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 - Not used. // Cell 4 - Dialogue node to start with when creature approaches party. // Cell 5,6 - SDFs to set when creature is finished speaking with party. // Cell 7 - Talking node activated when player talks with creature. begincreaturescript; variables; short i,target; short party_sighted = 0; 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; // 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 (can_see_char(1000)) party_sighted = 1; if ((get_flag(get_memory_cell(5),get_memory_cell(6)) == 0) && (dist_to_party() <= 8) && (party_sighted > 0)) { if (dist_to_party() <= 1) { set_flag(get_memory_cell(5),get_memory_cell(6),1); begin_talk_mode(get_memory_cell(4)); } else approach_char(ME,random_group_member(0),2); } else if (my_dist_from_start() >= 1) { return_to_start(ME,0); } // 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 if (target_ok() == FALSE) set_state(START_STATE); do_attack(); break; beginstate TALKING_STATE; if(get_memory_cell(7) == 0){ print_str("Talking: You get no response."); end(); } else{ begin_talk_mode(get_memory_cell(7)); } break;