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MochiBunni

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Everything posted by MochiBunni

  1. I also noticed that the NPC doesn't actually stop when you talk to it, but I'm not sure if leaving it as it is would be better than to have it stop.
  2. Quick question: is this script compatible with Hercules only?
  3. It works, hallelujah! Thanks a bunch~!
  4. In need of help with having this script to work. I've been trying to create a template for "walking" NPCs to create more difficult quests (using sprites with walking animation, of course). The NPC exists when enabled, it just doesn't do anything. **The default location (rwc03,49,49,4) can be changed, it's an area I use to test NPCs on, especially this one, since it walks and it's a small map. rwc03,49,49,4 script Shy Eclipse ECLIPSE,{ function offset_select; function step_rand; OnInit: while(1){ offset_select; npcspeed 100; npcwalkto .@npc_x,.@npc_y; .@interval = rand(3,5); // randomized idle duration sleep .@interval*1000; // 1000 millisec = 1 sec } function offset_select{ do{ getmapxy(.@map$,.@x,.@y,1); // gets npc's current location step_rand; .@npc_x = .@x+rand(-.@step_a,.@step_; // randomized offset x-coord .@npc_y = .@y+rand(-.@step_a,.@step_; // randomized offset y-coord }while( !checkcell(.@map$,.@npc_x,.@npc_y,cell_chkpass) ); // checks if selected coords is accessible } function step_rand{ .@step_a = rand(1,10); // randomized offset init range .@step_b = rand(1,10); // randomized offset end range do{ // addresses possible rand() range error .@step_a = rand(1,10); .@step_b = rand(1,10); }while( .@step_a >= .@step_b ); } mes "[Eclipse]"; mes "!! Squik..!"; emotion e_panic; next; if( select("Pet it.:Scare it away.") == 1 ){ mes "[Eclipse]"; mes "**Squik~**"; emotion e_lv; } else { mes "[Eclipse]"; mes "SQUIK!"; emotion e_omg; } close;}
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