// converter.txt //Exactly like basicnpc, except that when fighing, it converts all //summoned creatures near it to be on its side. // 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. // Cells 4,5 - the coordinates for the northwest corner of the room this creature lives in // Cells 6,7 - the coordinates for the southeast corner // Cell 8 - if nonzero, gives this status to all the creatures it converts begincreaturescript; variables; short i,target; short x,y,a,b,c; 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 ((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 if (target_ok() == FALSE) set_state(START_STATE); a = get_attitude(ME); b = 0; y = get_memory_cell(5); while(y <= get_memory_cell(7)){ x = get_memory_cell(4); while(x <= get_memory_cell(6)){ c = char_on_spot(x,y); if(c > 5){ if(get_summon_level(c) > 0 && get_attitude(c) != a){ b = b + 1; set_attitude(c,a); put_sparkles_on_char(c,6,6); if(get_memory_cell(8) != 0) set_char_status(c,get_memory_cell(8),5,1,0); } } x = x + 1; } y = y + 1; } if(b > 0){ if(b == 1) print_named_str(ME,"takes control of your summoned creature."); else print_named_str(ME,"takes control of your summoned creatures."); run_animation(); } 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;