Monster Handler Code by El Furriando

This code is the original code written by El Furriando. I have posted this with El Furriando's permission. Looking at this will help you understand the full game source better. *WANDERING NPC DS* *USES TIMERS 400-500* *BEGIN LOOP* (This little tidbit instantly triggers 100 timers after the dream loads, its a glitch with the DS parser that we are using to our advantage) *Init timers* (0:0) When everything is starting up, (5:50) set countdown timer 400 to go off in 1 seconds. (5:300) set variable %npc_loop to the value 400. (0:49) When any countdown timer goes off, (5:327) set variable %timer to the number of the countdown timer that just went off. (5:301) copy the value of variable %timer into variable %wut_npc. (5:304) take variable %wut_npc and subtract 399 from it. (5:300) set variable %trig_npc to the value 0. *NPC INIT* *USE ANY TRIGGER HERE TO RESTART THE NPCS* (0:31) When someone says {Reset}, (5:300) set variable %wanderers to the value 100. How many wanderers *We are going to use a dummy player to track the stats of all npcs* (5:631) forget all PhoenixSpeak info about the player named {N}. (5:5) change item 1398 to item 0. *CLEAR NPCS* (5:5) change item 305 to item 0. (5:5) change item 306 to item 0. (5:5) change item 307 to item 0. (5:5) change item 308 to item 0. (5:5) change item 309 to item 0. (5:5) change item 310 to item 0. *In wanderer tuple, add in the shape variations for the npc* *Variation number in () followed by the item number, and then a ( if its at the end of the string* (5:250) set message ~wanderer_tuple to { (1)305(2)306(3)307(4)308(5)309(6)310( }. *set %wanderer_diversity to the number of entries in ~wanderer_tuple* (5:300) set variable %wanderer_diversity to the value 6. *Spawn wanderers* (0:49) When any countdown timer goes off, (1:201) and variable %wanderers is more than 0, (5:312) set variable %wanderer_type to the total of rolling 1 dice with %wanderer_diversity sides plus 0. (5:251) copy message ~wanderer_tuple onto message ~temp. (5:283) set variable %temp to the total number of characters before {(%wanderer_type)} appears in message ~temp (or zero if not found). (5:274) chop off the beginning of message ~temp, removing the first %temp characters of it. (5:278) remove the first 1 copies of {(%wanderer_type)} from message ~temp. (5:282) set variable %wanderer_item to the first number in ~temp. (3:502) at a random spot somewhere in the Dream, (4:1) only where the floor is 500, *(3:512) at a random spot somewhere in the Dream where the floor is 500, (4:8) only where there are no items, (5:4) place item 1398. (4:0) clear all filtering, (5:532) set variable %npc_loc to the X,Y position of a random spot where the item is 1398 somewhere in the Dream. (5:41) place item %wanderer_item at (%npc_loc). *MEMORIZE WANDERER POS* (5:601) memorize that the PhoenixSpeak info {%wanderers x} about the player named {N} will now be %npc_loc.x (5:601) memorize that the PhoenixSpeak info {%wanderers y} about the player named {N} will now be %npc_loc.y *MEMORIZE WANDERER HP, SET TO 10 FOR NOW* (5:601) memorize that the PhoenixSpeak info {%wanderers h} about the player named {N} will now be 10 *MEMORIZE WANDERER ACTION POINTS, SET TO 10 FOR NOW* (5:601) memorize that the PhoenixSpeak info {%wanderers a} about the player named {N} will now be 10 *MEMORIZE WANDERER CLASS, SET TO 1 FOR NOW* *CLASS IS STORED AS A NUMBER TO CONSERVE PS SPACE, BUT YOU COULD USE THAT VALUE TO COMPARE IT TO A STRING* (5:601) memorize that the PhoenixSpeak info {%wanderers c} about the player named {N} will now be 1 *MEMORIZE WANDERER ARMOUR, SET TO 1 FOR NOW(Used D for defence, A is already being used for action points)* (5:601) memorize that the PhoenixSpeak info {%wanderers d} about the player named {N} will now be 1 *MEMORIZE WANDERER TURN, SET TO 30 FOR NOW(repleneshes AP every 30 seconds)* (5:601) memorize that the PhoenixSpeak info {%wanderers t} about the player named {N} will now be 30 *Memorize wanderer inverted coordinate(for referencing) (5:601) memorize that the PhoenixSpeak info {%npc_loc.x %npc_loc.y} about the player named {N} will now be %wanderers. *subtract 1 from spawn (5:304) take variable %wanderers and subtract 1 from it. (5:204) emitloud message {NPC loc is %npc_loc.x %npc_loc.y} to everyone on the map. *Process wanderer's AI* *Get current npc* (0:49) When any countdown timer goes off, (1:201) and variable %wut_npc is more than 0, (1:202) and variable %wut_npc is less than 101, (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists, (5:300) set variable %trig_npc to the value 1. (5:611) remember the PhoenixSpeak info {%wut_npc x} about the player named {N}, and put it in variable %npc.x (5:611) remember the PhoenixSpeak info {%wut_npc y} about the player named {N}, and put it in variable %npc.y (5:611) remember the PhoenixSpeak info {%wut_npc t} about the player named {N}, and put it in variable %npc_turn (5:611) remember the PhoenixSpeak info {%wut_npc a} about the player named {N}, and put it in variable %npc_ap (5:301) copy the value of variable %npc into variable %npc_NE (5:301) copy the value of variable %npc into variable %npc_SE (5:301) copy the value of variable %npc into variable %npc_SW (5:301) copy the value of variable %npc into variable %npc_NW (5:352) move the position in variable %npc_NE northeast (up and right) 1 step(s). (5:353) move the position in variable %npc_SE southeast (down and right) 1 step(s). (5:354) move the position in variable %npc_SW southwest (down and left) 1 step(s). (5:355) move the position in variable %npc_NW northwest (up and left) 1 step(s). (5:312) set variable %NPC_dir to the total of rolling 1 dice with 4 sides plus 0. (5:312) set variable %NPC_move to the total of rolling 1 dice with 3 sides plus 0. *MOVE NE (0:49) When any countdown timer goes off, (1:200) and variable %NPC_dir is equal to 1, (5:301) copy the value of variable %npc_NE into variable %new_pos. *MOVE SE (0:49) When any countdown timer goes off, (1:200) and variable %NPC_dir is equal to 2, (5:301) copy the value of variable %npc_SE into variable %new_pos. *MOVE SW (0:49) When any countdown timer goes off, (1:200) and variable %NPC_dir is equal to 3, (5:301) copy the value of variable %npc_SW into variable %new_pos. *MOVE NW (0:49) When any countdown timer goes off, (1:200) and variable %NPC_dir is equal to 4, (5:301) copy the value of variable %npc_NW into variable %new_pos. (0:49) When any countdown timer goes off, (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists, *make sure an NPC is being triggered (1:200) and variable %trig_npc is equal to 1, *make sure the 33% chance was triggered (1:200) and variable %NPC_move is equal to 1, *Check action points* (1:201) and variable %npc_ap is more than 0, *Check to make sure npc isn't adjacent to a player* (1:1101) and there's no one at (%npc_NE), (1:1101) and there's no one at (%npc_SE), (1:1101) and there's no one at (%npc_SW), (1:1101) and there's no one at (%npc_NW), *check the new location to make sure its clear* (1:1011) and position (%new_pos) is floor 500, (1:1013) and position (%new_pos) is item 0, *get old sprite* (5:381) set variable %npcitem to the item type at (%npc). *clear old sprite* (5:41) place item 0 at (%npc). *place new object* (5:41) place item %npcitem at (%new_pos). *subtract action point* (5:304) take variable %npc_ap and subtract 1 from it. *commit changes to memory* (5:601) memorize that the PhoenixSpeak info {%wut_npc x} about the player named {N} will now be %new_pos.x (5:601) memorize that the PhoenixSpeak info {%wut_npc y} about the player named {N} will now be %new_pos.y (5:601) memorize that the PhoenixSpeak info {%wut_npc a} about the player named {N} will now be %npc_ap. (5:635) forget the PhoenixSpeak info {%npc.x %npc.y} about the player named {N}. (5:601) memorize that the PhoenixSpeak info {%new_pos.x %new_pos.y} about the player named {N} will now be %wut_npc. *Subtract 1 from turn* (0:49) When any countdown timer goes off, (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists, *make sure an NPC is being triggered (1:200) and variable %trig_npc is equal to 1, (1:201) and variable %npc_turn is more than 0, (5:304) take variable %npc_turn and subtract 1 from it. (5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the player named {N} will now be %npc_turn. *reset turns to 30 if at 0* (0:49) When any countdown timer goes off, (1:615) and the PhoenixSpeak info {%wut_npc x} about the player named {N} exists, *make sure an NPC is being triggered (1:200) and variable %trig_npc is equal to 1, (1:200) and variable %npc_turn is equal to 0, (5:601) memorize that the PhoenixSpeak info {%wut_npc t} about the player named {N} will now be 30. (5:601) memorize that the PhoenixSpeak info {%wut_npc a} about the player named {N} will now be 10. ----------------------------------------------------------------------------------------------------------- *Game Clock reset Code* *Add to loop* (0:49) When any countdown timer goes off, (1:201) and variable %timer is more than 399, (1:202) and variable %timer is less than 500, (1:202) and variable %npc_loop is less than 500, (5:302) take variable %npc_loop and add 1 to it. (5:50) set countdown timer %npc_loop to go off in 1 seconds. (0:49) When any countdown timer goes off, (1:201) and variable %timer is more than 399, (1:202) and variable %timer is less than 500, (5:50) set countdown timer %timer to go off in 1 seconds. ----------------------------------------------------------------------------------------------------------------------- ******************************************************************************************************************************** *basic F3 for testing and attacking* ***************************************************************************************************************************** --------------------------------------------------------------------------------------------------------- *Depending on the direction the player is facing grab the position directly in front of them.* -------------------------------------------------------------------------------------------------------- (0:16) When someone uses any item, (5:350) set variable %temp to the X,Y position the triggering player (moved from/is standing at). (0:16) When someone uses any item, (1:13) and they are facing northeast (up and right), (5:352) move the position in variable %temp northeast (up and right) 1 step(s). (0:16) When someone uses any item, (1:14) and they are facing southeast (down and right), (5:353) move the position in variable %temp southeast (down and right) 1 step(s). (0:16) When someone uses any item, (1:15) and they are facing southwest (down and left), (5:354) move the position in variable %temp southwest (down and left) 1 step(s). (0:16) When someone uses any item, (1:16) and they are facing northwest (up and left), (5:355) move the position in variable %temp northwest (up and left) 1 step(s). --------------------------------------------------------------------------------------------------------------------- *check to see if there is anything in the position in front of the player *if there is information about that position and put it into a reference variable *using the reference variable access the rest of the data Health(max),Sub Health,Action Points,Class,Defense, and turn *perform the the attack check and commit that check to the database *Then emit the information about the monster to the one who attacked it. --------------------------------------------------------------------------------------------------------------------- (0:16) When someone uses any item, (1:615) and the PhoenixSpeak info {%temp.x %temp.y} about the player named {N} exists, (5:611) remember the PhoenixSpeak info {%temp.x %temp.y} about the player named {N}, and put it in variable %temp1. (5:611) remember the PhoenixSpeak info {%temp1 h} about the player named {N}, and put it in variable %emit_health. (5:611) remember the PhoenixSpeak info {%temp1 h} about the player named {N}, and put it in variable %emit_sub_health. (5:611) remember the PhoenixSpeak info {%temp1 a} about the player named {N}, and put it in variable %emit_ap. (5:611) remember the PhoenixSpeak info {%temp1 c} about the player named {N}, and put it in variable %emit_class. (5:611) remember the PhoenixSpeak info {%temp1 d} about the player named {N}, and put it in variable %emit_defense. (5:611) remember the PhoenixSpeak info {%temp1 t} about the player named {N}, and put it in variable %emit_turn. (5:304) take variable %emit_sub_health and subtract 1 from it. (5:601) memorize that the PhoenixSpeak info {%temp1 h} about the player named {N} will now be %emit_sub_health. (5:200) emit message {My ID is %temp1} to the triggering player. (5:200) emit message {My HP was %emit_health, but its now %emit_sub_health} to the triggering player. (5:200) emit message {I have %emit_ap action points.} to the triggering player. (5:200) emit message {My class number is %emit_class} to the triggering player. (5:200) emit message {My defense is %emit_defense} to the triggering player. (5:200) emit message {I am on turn %emit_turn} to the triggering player.

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