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TheFox1
07-31-2001, 09:35 PM
I wanna know a script to make a NPC squirrel to run around

KJS
07-31-2001, 09:39 PM
ok well this has no onwall detections (it wouldn't be hard to add)
I just made this off the top of my head and didn't feel like adding onwall lol...

this is the basic stuff
if(created){
//ani junk
timeout=0.05;
}
if(timeout){
this.rnd=int(random(0,4))
if(this.rnd==0) y--;
elseif(this.rnd==1) x--;
elseif(this.rnd==2) y++;
elseif(this.rnd==3) x++;
}

ZORG1986
07-31-2001, 10:26 PM
Yeah but that one doesny change the direction of the squirrel gif, we need to know the GFX names, or just show us the files themselfs. Besides u should make badgers run around badgers are much better than squirrels.

BIG MEATY BADGERS!
FULL OF MEATY GOODNESS!

KJS
07-31-2001, 10:27 PM
well you could use
showcharacter

and use a gani that bases off the direction of the character...

but hten you have to set the dir also in the if then statments

TheFox1
07-31-2001, 10:33 PM
....
i want to get the fullscript so i can make the little guy run around..

KJS
07-31-2001, 11:00 PM
I dont think anyone wants to make full scripts here...

basically most people will help you but they dont want to make the whole script that is not what we are here for..

TheFox1
07-31-2001, 11:25 PM
Originally posted by KJS
I dont think anyone wants to make full scripts here...

basically most people will help you but they dont want to make the whole script that is not what we are here for..


:( I suck at NPC's

Merlin
08-01-2001, 01:29 AM
FLUFFY.

Shard_IceFire
08-01-2001, 02:40 AM
TheFox1 quote:
I suck at NPC's

Point being...? Y'know it'd be better to go out there and learn to script instead of begging us for long scripts that no one really feels like doing...

08-01-2001, 03:24 AM
I'll make it... I already started i probly only need a half houre to a houre more.

TrueHeaT
08-01-2001, 03:31 AM
Originally posted by TheFox1
....
i want to get the fullscript so i can make the little guy run around..

Erm, that's the squirrel from Zelda, it's copywritten. Make your own.

08-01-2001, 03:39 AM
Originally posted by TrueHeaT

it's copywritten. Make your own.

yep, i noticed that. So now I am not so sure if i want to script it for him now.

TheFox1
08-01-2001, 04:29 AM
Originally posted by TrueHeaT


Erm, that's the squirrel from Zelda, it's copywritten. Make your own.

I found it in my Graal folder... in Webgif's....

Merlin
08-01-2001, 04:44 AM
i bet it's from deleteria.

08-01-2001, 08:13 AM
Originally posted by Merlin
i bet it's from deleteria.

dont be stupid now...

08-01-2001, 08:14 AM
timereverywhere;
if (created){
// Sets a few values
// this.csquirrelalive=1 means the squirrel is "alive" and free to move
// this.csquirrelalive=0 means it's dead
// this.csquirrelspeed the squirrel's speed (*this.cincreasespeed when running from player)
// this.ccloseness is how close the player gets before the player runs
this.csquirrelalive=1;
this.ncurdist=64;
this.csquirrelspeed=.6;
this.ccloseness=10;
this.cincreasespeed=1.5;
setgifpart squirrel.gif,0,0,22,23;
timeout=.05;
hearts=1;
}
if (timeout){
if (this.csquirrelalive==1){
// Basic tile check is below.
iputx = int(x/2)*2;
iputy = int(y/2)*2;
for (i=0; i<2; i++) for (j=0; j<2; j++) {
ib = board[iputx+i+64*(iputy+j)];
ibx = ib % 16;
iby = int(ib / 16);
}
// Checks to see of all the players on, which is closest.
this.ncurdist=64;
for (ipindex=0;ipindex<playerscount;ipindex++){
if (players[ipindex].id>=0){
this.nnewdist=((players[ipindex].x-x)^2+(players[ipindex].y-y)^2)^.5;
// If the newly tested distance is less than the old distance, then make it the current distance
if (this.nnewdist<=this.ncurdist){
this.ncurdist=this.nnewdist;
this.iplayer=ipindex;
}
}
}
// Tells what to do when the closest player is less than 10 spaces away
if (this.iplayer==0){
if (this.ncurdist<=this.ccloseness){
// When this.count reaches 5 it does the following to determine which random direction the squirrel will run.
if (this.icount>=5){
this.icount=0;
this.nxdist=abs(players[this.player].x-x);
this.nydist=abs(players[this.player].y-y);
// Based on the x and y distance from the player, only 3 directions may be selected.
if (this.nxdist>this.nydist){
if (players[this.iplayer].x<x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].x>x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=2;
}
}
if (this.nxdist<this.nydist){
if (players[this.iplayer].y<y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=1;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].y>y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=3;
}
}
}
this.icount++;
// Different things to do if the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))) y-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==1&&!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)) x-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==2&&!onwall(x,y+(this.csquirrelspeed*this.cincreasespe ed))&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed))) y+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==3&&!onwall(x+(this.csquirrelspeed*this.cincreasespeed ),y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d),y)) x+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))){
y-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)){
x-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)){
y+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)){
x+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}else{
// What to do when the player is farther than 10 spaces.
this.icount=10;
// Sets the squirrel's "mode" every .5 seconds (1=moving)
if (this.icount2==5){
this.imode=(int(random(1,3)));
this.cdir=(int(random(0,4)));
this.icount2=0;
}
// When the squirrel is supposed to move, here's what to do.
if (this.imode==1){
// What to do when the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)) y-=this.csquirrelspeed;
if (this.cdir==1&&!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)) x-=this.csquirrelspeed;
if (this.cdir==2&&!onwall(x,y+this.csquirrelspeed)&&!onwater(x,y+this.csquirrelspeed)) y+=this.csquirrelspeed;
if (this.cdir==3&&!onwall(x+this.csquirrelspeed,y)&&!onwater(x+this.csquirrelspeed,y)) x+=this.csquirrelspeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)){
y-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)){
x-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+this.csquirrelspeed+1)&&!onwater(x,y+this.csquirrelspeed+1)){
y+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+this.csquirrelpeed+1,y)&&!onwater(x+this.csquirrelspeed+1,y)){
x+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}
this.icount2++;
}
}
}
timeout=.05;
}
// How to kill the squirrel.
if (washit || wasshot || waspelt){
hearts--;
setgifpart squirrel.gif,130,0,27,21;
timeout=.05;
this.csquirrelalive=0;
timeout=.10;
this.csquirrelalive=1;
}

SkooL
08-01-2001, 08:39 AM
*blinks* You ripped that from the New World bunnies. You didn't even take the time to change the setgifparts to fit this guys squirrel.gif image correctly...
Originally posted by IcePick_2001

timereverywhere;
if (created){
// Sets a few values
// this.csquirrelalive=1 means the squirrel is "alive" and free to move
// this.csquirrelalive=0 means it's dead
// this.csquirrelspeed the squirrel's speed (*this.cincreasespeed when running from player)
// this.ccloseness is how close the player gets before the player runs
this.csquirrelalive=1;
this.ncurdist=64;
this.csquirrelspeed=.6;
this.ccloseness=10;
this.cincreasespeed=1.5;
setgifpart squirrel.gif,0,0,22,23;
timeout=.05;
hearts=1;
}
if (timeout){
if (this.csquirrelalive==1){
// Basic tile check is below.
iputx = int(x/2)*2;
iputy = int(y/2)*2;
for (i=0; i<2; i++) for (j=0; j<2; j++) {
ib = board[iputx+i+64*(iputy+j)];
ibx = ib % 16;
iby = int(ib / 16);
}
// Checks to see of all the players on, which is closest.
this.ncurdist=64;
for (ipindex=0;ipindex<playerscount;ipindex++){
if (players[ipindex].id>=0){
this.nnewdist=((players[ipindex].x-x)^2+(players[ipindex].y-y)^2)^.5;
// If the newly tested distance is less than the old distance, then make it the current distance
if (this.nnewdist<=this.ncurdist){
this.ncurdist=this.nnewdist;
this.iplayer=ipindex;
}
}
}
// Tells what to do when the closest player is less than 10 spaces away
if (this.iplayer==0){
if (this.ncurdist<=this.ccloseness){
// When this.count reaches 5 it does the following to determine which random direction the squirrel will run.
if (this.icount>=5){
this.icount=0;
this.nxdist=abs(players[this.player].x-x);
this.nydist=abs(players[this.player].y-y);
// Based on the x and y distance from the player, only 3 directions may be selected.
if (this.nxdist>this.nydist){
if (players[this.iplayer].x<x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].x>x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=2;
}
}
if (this.nxdist<this.nydist){
if (players[this.iplayer].y<y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=1;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].y>y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=3;
}
}
}
this.icount++;
// Different things to do if the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))) y-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==1&&!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)) x-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==2&&!onwall(x,y+(this.csquirrelspeed*this.cincreasespe ed))&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed))) y+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==3&&!onwall(x+(this.csquirrelspeed*this.cincreasespeed ),y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d),y)) x+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))){
y-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)){
x-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)){
y+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)){
x+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}else{
// What to do when the player is farther than 10 spaces.
this.icount=10;
// Sets the squirrel's "mode" every .5 seconds (1=moving)
if (this.icount2==5){
this.imode=(int(random(1,3)));
this.cdir=(int(random(0,4)));
this.icount2=0;
}
// When the squirrel is supposed to move, here's what to do.
if (this.imode==1){
// What to do when the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)) y-=this.csquirrelspeed;
if (this.cdir==1&&!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)) x-=this.csquirrelspeed;
if (this.cdir==2&&!onwall(x,y+this.csquirrelspeed)&&!onwater(x,y+this.csquirrelspeed)) y+=this.csquirrelspeed;
if (this.cdir==3&&!onwall(x+this.csquirrelspeed,y)&&!onwater(x+this.csquirrelspeed,y)) x+=this.csquirrelspeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)){
y-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)){
x-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+this.csquirrelspeed+1)&&!onwater(x,y+this.csquirrelspeed+1)){
y+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+this.csquirrelpeed+1,y)&&!onwater(x+this.csquirrelspeed+1,y)){
x+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}
this.icount2++;
}
}
}
timeout=.05;
}
// How to kill the squirrel.
if (washit || wasshot || waspelt){
hearts--;
setgifpart squirrel.gif,130,0,27,21;
timeout=.05;
this.csquirrelalive=0;
timeout=.10;
this.csquirrelalive=1;
}

LiquidIce00
08-01-2001, 09:21 AM
LOL Icepick should be banned cuz releasing New World stuff is illegal.

TrueHeaT
08-01-2001, 09:28 AM
Originally posted by IcePick_2001

timereverywhere;
if (created){
// Sets a few values
// this.csquirrelalive=1 means the squirrel is "alive" and free to move
// this.csquirrelalive=0 means it's dead
// this.csquirrelspeed the squirrel's speed (*this.cincreasespeed when running from player)
// this.ccloseness is how close the player gets before the player runs
this.csquirrelalive=1;
this.ncurdist=64;
this.csquirrelspeed=.6;
this.ccloseness=10;
this.cincreasespeed=1.5;
setgifpart squirrel.gif,0,0,22,23;
timeout=.05;
hearts=1;
}
if (timeout){
if (this.csquirrelalive==1){
// Basic tile check is below.
iputx = int(x/2)*2;
iputy = int(y/2)*2;
for (i=0; i<2; i++) for (j=0; j<2; j++) {
ib = board[iputx+i+64*(iputy+j)];
ibx = ib % 16;
iby = int(ib / 16);
}
// Checks to see of all the players on, which is closest.
this.ncurdist=64;
for (ipindex=0;ipindex<playerscount;ipindex++){
if (players[ipindex].id>=0){
this.nnewdist=((players[ipindex].x-x)^2+(players[ipindex].y-y)^2)^.5;
// If the newly tested distance is less than the old distance, then make it the current distance
if (this.nnewdist<=this.ncurdist){
this.ncurdist=this.nnewdist;
this.iplayer=ipindex;
}
}
}
// Tells what to do when the closest player is less than 10 spaces away
if (this.iplayer==0){
if (this.ncurdist<=this.ccloseness){
// When this.count reaches 5 it does the following to determine which random direction the squirrel will run.
if (this.icount>=5){
this.icount=0;
this.nxdist=abs(players[this.player].x-x);
this.nydist=abs(players[this.player].y-y);
// Based on the x and y distance from the player, only 3 directions may be selected.
if (this.nxdist>this.nydist){
if (players[this.iplayer].x<x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].x>x){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=2;
}
}
if (this.nxdist<this.nydist){
if (players[this.iplayer].y<y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=1;
if (this.itemp==2) this.cdir=2;
if (this.itemp==3) this.cdir=3;
}
if (players[this.iplayer].y>y){
this.itemp=(int(random(1,4)));
if (this.itemp==1) this.cdir=0;
if (this.itemp==2) this.cdir=1;
if (this.itemp==3) this.cdir=3;
}
}
}
this.icount++;
// Different things to do if the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))) y-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==1&&!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)) x-=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==2&&!onwall(x,y+(this.csquirrelspeed*this.cincreasespe ed))&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed))) y+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==3&&!onwall(x+(this.csquirrelspeed*this.cincreasespeed ),y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d),y)) x+=this.csquirrelspeed*this.cincreasespeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-(this.csquirrelspeed*this.cincreasespeed))&&!onwater(x,y-(this.csquirrelspeed*this.cincreasespeed))){
y-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-(this.csquirrelspeed*this.cincreasespeed),y)&&!onwater(x-(this.csquirrelspeed*this.cincreasespeed),y)){
x-=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)&&!onwater(x,y+(this.csquirrelspeed*this.cincreasesp eed)+1)){
y+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)&&!onwater(x+(this.csquirrelspeed*this.cincreasespee d)+1,y)){
x+=this.csquirrelspeed*this.cincreasespeed;
} else {
this.icount=10;
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}else{
// What to do when the player is farther than 10 spaces.
this.icount=10;
// Sets the squirrel's "mode" every .5 seconds (1=moving)
if (this.icount2==5){
this.imode=(int(random(1,3)));
this.cdir=(int(random(0,4)));
this.icount2=0;
}
// When the squirrel is supposed to move, here's what to do.
if (this.imode==1){
// What to do when the squirrel is under bramble.
if ((ibx==5&&iby==48)||(ibx==5&&iby==49)||(ibx==6&&iby==48)||(ibx==6&&iby==49)){
setgifpart squirrel.gif,94,0,32,14;
if (this.cdir==0&&!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)) y-=this.csquirrelspeed;
if (this.cdir==1&&!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)) x-=this.csquirrelspeed;
if (this.cdir==2&&!onwall(x,y+this.csquirrelspeed)&&!onwater(x,y+this.csquirrelspeed)) y+=this.csquirrelspeed;
if (this.cdir==3&&!onwall(x+this.csquirrelspeed,y)&&!onwater(x+this.csquirrelspeed,y)) x+=this.csquirrelspeed;
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
sleep .05;
setgifpart squirrel.gif,94,29,32,16;
}else{
// Tells where to move, and what image to show based on direction.
if (this.cdir==0){
setgifpart squirrel.gif,72,27,22,19;
if (!onwall(x,y-this.csquirrelspeed)&&!onwater(x,y-this.csquirrelspeed)){
y-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,72,0,22,23;
}
if (this.cdir==1){
setgifpart squirrel.gif,22,23,25,23;
if (!onwall(x-this.csquirrelspeed,y)&&!onwater(x-this.csquirrelspeed,y)){
x-=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,21,0,24,23;
}
if (this.cdir==2){
setgifpart squirrel.gif,0,24,22,22;
if (!onwall(x,y+this.csquirrelspeed+1)&&!onwater(x,y+this.csquirrelspeed+1)){
y+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,0,0,22,23;
}
if (this.cdir==3){
setgifpart squirrel.gif,47,23,25,23;
if (!onwall(x+this.csquirrelpeed+1,y)&&!onwater(x+this.csquirrelspeed+1,y)){
x+=this.csquirrelspeed;
}else{
this.cdir=(int(random(0,4)));
}
sleep .05;
setgifpart squirrel.gif,47,0,24,23;
}
if (this.cdir==0&&y-5<=5) this.cdir=2;
if (this.cdir==1&&x-5<=5) this.cdir=3;
if (this.cdir==2&&y+5>=59) this.cdir=0;
if (this.cdir==3&&x+5>=59) this.cdir=1;
}
}
this.icount2++;
}
}
}
timeout=.05;
}
// How to kill the squirrel.
if (washit || wasshot || waspelt){
hearts--;
setgifpart squirrel.gif,130,0,27,21;
timeout=.05;
this.csquirrelalive=0;
timeout=.10;
this.csquirrelalive=1;
}


you're pathetic..

08-01-2001, 09:56 AM
umm no... my friend helped me out with this script and thats what he did..

kyle0654
08-01-2001, 10:01 AM
did you just run that through a text replacer and overwrite rabbit with squirrel?!?! I'm looking at the old New World rabbit script right now and they're EXACTLY the same...down to variable names and formatting.

08-01-2001, 10:01 AM
I am sorry all, I didnt know that was a newworld script...

kyle0654
08-01-2001, 10:02 AM
and I'm supposed to believe you why?

Falcor
08-01-2001, 10:12 AM
You didnt know that you copied a script. I believe you :rolleyes:

And the Squirl is in Webgifs if you were on Damasca. Since there whole tielset / theme was based on Zelda. (I guess thats one of the reasons it was taken down)