Subordinate - Please check

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AuthorTopic: Subordinate - Please check
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// SUBORDINATE.txt
//
// by Jeremy "Terror's Martyr" LeVeque
//
// This script has the monster follow a "leader."
// When the monster is within a certain number of spaces
// of the leader, the monster recieves a bonus in the
// form of regeneration, hasting, healing, and/or other
// positive buffs.
//
// Cell 0 - Creature number of Leader
// Cell 1 - Min. distance needed to receive bonus
// The following are potential buffs. Any non-zero
// value means that the monster receives the buff.
// Cell 2 - Bless (Value given is amount, 0-250)
// Cell 3 - Haste (Same as above)
// Cell 4 - Regeneration (Value given is denominator healed)
// Cell 5 - Shielding (Same as bless)

begincreaturescript;

variables;

short i,target;
short choice;

body;

beginstate INIT_STATE;

break;

beginstate DEAD_STATE;

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);
}

// If I have nothing better to do, check if I am in the set
// distance from my leader...
if (char_dist_to_loc(ME,char_loc_x(get_memory_cell(0)),char_loc_y(get_memory_cell(0))) > get_memory_cell(1)){
approach_char(ME,get_memory_cell(0),2);
}
// If not, then move towards him. If so, buff me.
else{
if (get_memory_cell(2) > 0){
set_char_status(ME,1,get_memory_cell(2),1,0);
put_effect_on_char(ME,9,2,1);
}
if (get_memory_cell(3) > 0){
set_char_status(ME,3,get_memory_cell(3),1,0);
put_effect_on_char(ME,10,2,1);
}
if (get_memory_cell(5) > 0){
set_char_status(ME,2,get_memory_cell(5),1,0);
put_effect_on_char(ME,8,2,1);
}
if (get_memory_cell(4) > 0){
change_char_health(ME,(get_max_health(ME)/get_memory_cell(4)));
}
run_animation();
}
// End buffing.


// 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;
begin_talk_mode(1);
break;
----

If any of you can tell me if this code works with you too, I'd appreciate it. Thanks.

[ Wednesday, June 30, 2004 14:07: Message edited by: Lord Drebutane ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
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Member # 6
Profile #1
You may want to actually put comments in the script so other designers can modify it easily.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
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Member # 4
Profile Homepage #2
Added comments.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00