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Old 05-17-2011, 03:39 AM
skillmaster19 skillmaster19 is offline
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Join Date: Oct 2010
Posts: 392
skillmaster19 will become famous soon enough
Looking for feedback on smartbaddy BETA

I created a smartbaddy, using gbaddy3.0 to help me a little. This baddy is supposed to simulate how a player would fight. This baddy runs around the player and sometimes charges rather than charging 100% of the time, to create a challenge. In addition, the baddy has a 0.1-0.4 second delay before swinging its sword to show it is not a perfect computer that can hit right away. This script may be used for learning purposes, and feel free to upload it to your server to play with it. However, this script may not be used in the final content of a server. I might give away permission to this script if I get good feedback. I wouldn't use this on your server anyways, as I am sure it is not very efficient. Also, I had a bit of trouble with the triggering of the npc when hit, so if someone could tell me how to fix it, that will be appreciated.
PHP Code:
function onCreated()

{
   
this.outsidetargetmodes = {"targetingup","targetingdown","targetingleft","targetingright","charge"};
  
showcharacter();
  
  
swordimg "sword1.png";
  
this.hp 10;
  
this.movementSpeed 1;
swordpower 1;
  
setTimer(0.9);

}

function 
onTimeOut()
{
this.swordfreezetime--;
if (
players.size() > 0)
    
setTimer(0.1);
  else
    
setTimer(0);

if (
this.hp 0)
{


this.ani "walk";
  
this.closestplayer findnearestplayer(this.xthis.y);
  
this.plyr this.closestplayer;
if (!
getMode){
  if(
int(random(0,100)) <30)
  {
  
this.mode ="charge";
  }
  else
  {


 
temp.wheretoattack int(random(0,100));
 if(
temp.wheretoattack >=50 )
 {
 if(
this.dir || this.dir 2)
 {
 
this.mode "targetingright";
 }
 if(
this.dir || this.dir 3){
  
this.mode "targetingdown";
  }
  else if(
temp.wheretoattack <=49){
  if(
this.dir || this.dir 2){
  
this.mode "targetingleft";
  }
  if(
player.dir || player.dir 3){
  
this.mode "targetingup";
  }
  }
  }
  }
  }
this.toright this.plyr.x+5;
  
this.todown this.plyr.y+5;
  
this.toup this.plyr.-5;
  
this.toleft this.plyr.x-5;
 switch(
this.mode){


   case 
"targetingleft":
 
this.targetx this.toleft;
  
this.targetythis.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.-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.1.5;
    
this.fixed_y this.2;
  
this.movey = (this.disty this.len);

if (!
checkBlockedTile(this.movex+this.fixed_xthis.fixed_y+this.movey)) {
     if(
this.distx <20 && this.disty <20){
     
this.+= this.movex * (this.movementSpeed);
  
this.+= 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) < && abs(this.plyrdisty) < 2){
   
this.scheduleevent(random(0.1,0.4),"hurtCharacter",0);
    }
     if (
abs(this.plyrdistx) < && 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(xValueyValue) {
  if (
onwall(xValueyValue) || onwater(xValueyValue))
    return 
true;
  else
    return 
false;
}
function 
onRespawn(ticker) {
      
this.hp 10;
      
this.ani "idle";
      
move(int(random(-0.9999,0.9999)),int(random(-0.9999,0.9999)), 0o);
      
this.chat this.hp;
    }

    function 
onhurtCharacter()
    {
   if (
abs(this.plyrdistx) < && abs(this.plyrdisty) < 4){
   if (
abs(this.plyrdistx) < && abs(this.plyrdisty) < 2){
   
this.mode ="waiting";
    
this.ani "sword";
    
this.scheduleevent(0.1,"StopSwinging",0);
    }
    }


    if(
this.plyr.hearts 0){
    
this.ani="idle";
    }
    }

    function 
onStopSwinging(){
     
this.ani "walk";
     
this.swordfreezetime 10//stops swinging for 10 timeouts
    
}


  function 
onPlayerEnters()
  {
    
onTimeOut();
  }

function 
onWa****(){
this.mode "waiting";
if(
this.hp >0){
    switch(
player.dir){

    case 
"2":
    if (!
checkBlockedTile(this.xthis.y+5)){
    
this.ythis.5;
    }
    break;





case 
"3":


if (!
checkBlockedTile(this.x+5this.y)) {
this.x+=5;
}
break;


    case 
"1":
   if (!
checkBlockedTile(this.x-5this.y)) {

      
this.this.5;
    }

    break;
    case 
"0":
   if (!
checkBlockedTile(this.xthis.y-5)) {
     
this.ythis.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; 05-18-2011 at 02:46 AM..
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