// commoner.txt // A very simple, naive text. Creature attacks anything it hates nearby. // Once it has won, it returns to its home. Talks to the party only // using default responses based on his/her role. // // by Terror's Martyr (terrorsmartyr@wi.rr.com) // // 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 - Default response given. // 0 - Guard // 1 - Townsman // 2 - Townswoman // 3 - Accolyte // 4 - Child // 5 - Soldier Male // 6 - Soldier Female // 7 - Generic Male // 8 - Generic Female // 9 - Rich Male // 10 - Rich Female // 11 - Beggar // 12 - Generic It begincreaturescript; variables; short i,target; 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); do_attack(); break; beginstate TALKING_STATE; if (get_memory_cell(3) == 0) { print_str("Talking: The guard ignores you and continues patrolling the city."); } if (get_memory_cell(3) == 1) { print_str("Talking: The townsman ignores you and goes about his business."); } if (get_memory_cell(3) == 2) { print_str("Talking: The townswoman ignores you and goes about her business."); } if (get_memory_cell(3) == 3) { print_str("Talking: The acolyte nods curtly to you but doesn't respond."); } if (get_memory_cell(3) == 4) { print_str("Talking: The child leaves you alone. Thankfully."); } if (get_memory_cell(3) == 5) { print_str("Talking: The soldier holds his sword and ignores you."); } if (get_memory_cell(3) == 6) { print_str("Talking: The soldier holds her sword and ignores you."); } if (get_memory_cell(3) == 7) { print_str("Talking: He doesn't respond."); } if (get_memory_cell(3) == 8) { print_str("Talking: She doesn't respond."); } if (get_memory_cell(3) == 9) { print_str("Talking: The aristocrat stares at you and scowls."); print_str("Clearly, you are beneath him."); } if (get_memory_cell(3) == 10) { print_str("Talking: The aristocrat stares at you and scowls."); print_str("Clearly, you are beneath her."); } if (get_memory_cell(3) == 11) { print_str("Talking: The lowly beggar shuffles away from you as you approach."); } if (get_memory_cell(3) > 11) { print_str("Talking: It doesn't respond."); } break;