// malicious.txt // Creature picks out the creature with the least hit points and attempts // to attack it. Works best with ranged units who don't have to move to // reach their desired targets. // 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. begincreaturescript; variables; short i,target,charcheck,minchar,minhp; 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); } // Seek out the most vulnerable enemy out there. charcheck = 0; minhp = 0; minchar = 121; while(charcheck <= 119){ if(char_ok(charcheck) == TRUE){ if(can_see_char(charcheck) == TRUE){ if((get_attitude(my_number()) != get_attitude(charcheck)) && (get_attitude(charcheck) != 4)){ if(minhp == 0){ minhp = get_health(charcheck); minchar = charcheck; } if(get_health(charcheck) < minhp){ minhp = get_health(charcheck); minchar = charcheck; } if(get_health(charcheck) == minhp){ if(get_ran(1,0,1) == 0){ minhp = get_health(charcheck); minchar = charcheck; } } } } } charcheck = (charcheck + 1); } if(minchar != 121){ set_target(ME,minchar); 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: It doesn't respond."); end(); } begin_talk_mode(get_memory_cell(3)); break;