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Old 05-20-2011, 12:38 AM
skillmaster19 skillmaster19 is offline
Registered User
Join Date: Oct 2010
Posts: 392
skillmaster19 will become famous soon enough
The baddy is now more efficient, by moving some things out of the timeout.I fixed many bugs causing it to keep charging, and it changes targets at the correct time now(when hit, when it hits, etc) I also fixed the styling
btw, how good or bad is this CPU time? 0.073447624 % npcs[2] (in level skills_sample_level.nw at pos (30.9, 6.1)) (skill_insidebaddy)
PHP Code:
function onCreated() {
  
showcharacter();
  
// change these to the attributes that you want
  
headimg = "head10.gif";
  
bodyimg = "body.png";
  
shieldimg = "shield1.png";
  
swordimg = "sword1.png";
  
this.maxhp = 10;
  
this.movementSpeed = 1;
  
colors[0] = "black"; //skin color
  
colors[1] = "black"; // coat color
  
colors[2] = "black"; // sleeves color
  
colors[3] = "black"; // shoes color
  
colors[4] = "black"; // belt color
  //dont change past this point if you don't know what you are doing
  
this.outsidetargetmodes = {
    
"targetingup", "targetingdown", "targetingleft", "targetingright", "charge"
  
};
  
swordpower = 1;
  
setTimer(0.1);
  
this.hp = this.maxhp;
}

function 
onTimeOut() {
    if (!
getMode) {
    
getTarget();
  }
  
this.swordfreezetime--;
  if (
players.size() > 0) setTimer(0.1);
  else 
setTimer(0);
  if (
this.hp > 0) {
    
this.ani = "walk";
    
this.closestplayer = findnearestplayer(this.x, this.y);
    
this.plyr = this.closestplayer;
    
this.toright = this.plyr.x + 6;
    
this.todown = this.plyr.y + 6;
    
this.toup = this.plyr.y - 6;
    
this.toleft = this.plyr.x - 6;
    switch (
this.mode) {
    case 
"targetingleft":
      
this.targetx = this.toleft;
      
this.targety = this.plyr.y;
      break;
    case 
"targetingright":
      
this.targetx = this.toright;
      
this.targety = this.plyr.y;
      break;
    case 
"targetingdown":
      
this.targety = this.todown;
      
this.targetx = this.plyr.x;
      break;
    case 
"targetingup":
      
this.targety = this.toup;
      
this.targetx = this.plyr.x;
      break;
    case 
"charge":
      
this.targetx = this.plyr.x;
      
this.targety = this.plyr.y;
      break;
    }
    
this.distx = (this.targetx) - this.x;
    
this.disty = this.targety - this.y;
    
this.plyrdistx = this.plyr.x - this.x;
    
this.plyrdisty = this.plyr.y - this.y;
    
this.len = (this.distx * this.distx + this.disty * this.disty) ^ 0.5;
    
this.movex = (this.distx / this.len);
    
this.fixed_x = this.x + 1.5;
    
this.fixed_y = this.y + 2;
    
this.movey = (this.disty / this.len);
    if (!
checkBlockedTile(this.movex + this.fixed_x, this.fixed_y + this.movey)) {
      if (
this.distx < 20 && this.disty < 20) {
        
this.x += this.movex * (this.movementSpeed);
        
this.y += this.movey * (this.movementSpeed);
      }
    } else 
this.ani = "idle";
  }
  if (
abs(this.distx) > abs(this.disty)) {
    if (
this.distx > 0) this.dir = 3;
    else 
this.dir = 1;
  } else {
    if (
this.disty > 0) this.dir = 2;
    else 
this.dir = 0;
  }
  if (
this.swordfreezetime <= 0) {
    if (
abs(this.plyrdistx) < 4 && abs(this.plyrdisty) < 2) {
      
this.scheduleevent(random(0.1, 0.4), "hurtCharacter", 0);
    }
    if (
abs(this.plyrdistx) < 2 && abs(this.plyrdisty) < 4) {
      
this.scheduleevent(random(0.1, 0.4), "hurtCharacter", 0);
    }
  }
}

function 
getMode() {
  if (
this.mode in this.outsidetargetmodes) return true;
  else return 
false;
}

function 
checkBlockedTile(xValue, yValue) {
  if (
onwall(xValue, yValue) || onwater(xValue, yValue)) return true;
  else return 
false;
}

function 
onRespawn(ticker) {
  
this.hp = this.maxhp;
  
this.ani = "idle";
  
move(int(random(-0.9999, 0.9999)), int(random(-0.9999, 0.9999)), 0, o);
  
this.chat = this.hp;
}

function 
onhurtCharacter() {
  if (
abs(this.plyrdistx) < 2 && abs(this.plyrdisty) < 4) {
    if (
abs(this.plyrdistx) < 4 && abs(this.plyrdisty) < 2) {
      if (
abs(this.plyrdistx) > abs(this.plyrdisty)) {
        if (
this.plyrdistx > 0) this.dir = 3;
        else 
this.dir = 1;
      } else {
        if (
this.plyrdisty > 0) this.dir = 2;
        else 
this.dir = 0;
      }
      
this.swordfreezetime = 10; //stops swinging for 10 timeouts
      
this.mode = "waiting";
      
this.ani = "sword";
      
this.scheduleevent(0.3, "StopSwinging", 0);
    }
  }
  if (
this.plyr.hearts == 0) {
    
this.ani = "idle";
  }
}

function 
onStopSwinging() {
  
this.ani = "idle";
}

function 
onPlayerEnters() {
  
onTimeOut();
}

function 
getTarget() {
  if (
int(random(0, 100)) < 30) {
    
this.mode = "charge";
  } else {
    
temp.wheretoattack = int(random(0, 100));
    if (
temp.wheretoattack >= 50) {
      if (
this.dir = 0 || this.dir = 2) {
        
this.mode = "targetingright";
      }
      if (
this.dir = 1 || this.dir = 3) {
        
this.mode = "targetingdown";
      }
    }
    if (
temp.wheretoattack <= 49) {
      if (
this.dir = 0 || this.dir = 2) {
        
this.mode = "targetingleft";
      }
      if (
this.dir = 1 || this.dir = 3) {
        
this.mode = "targetingup";
      }
    }
  }
}

function 
onWa****() {
  
this.mode = "waiting";
  if (
this.hp > 0) {
    switch (
player.dir) {
    case 
"2":
      if (!
checkBlockedTile(this.x, this.y + 5)) {
        
this.y = this.y + 5;
      }
      break;
    case 
"3":
      if (!
checkBlockedTile(this.x + 5, this.y)) {
        
this.x += 5;
      }
      break;
    case 
"1":
      if (!
checkBlockedTile(this.x - 5, this.y)) {
        
this.x = this.x - 5;
      }
      break;
    case 
"0":
      if (!
checkBlockedTile(this.x, this.y - 5)) {
        
this.y = this.y - 5;
      }
      break;
    }
  }
  
this.hp--;
  if (
this.hp >= 0) {
    
this.chat = this.hp;
  }
  if (
this.hp == 0) {
    
this.ani = "dead";
  }
  if (
this.hp == 0) {
    
clientr.baddykills++;
    
player.chat = "I have"
    
SPC clientr.baddykills SPC "baddy kills";
    
this.scheduleevent(50, "Respawn", 0);
  }
} 

Last edited by skillmaster19; 05-20-2011 at 12:51 AM..
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