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// mobboss.txt// A base for special named.

// Memory Cells: // Cell 0 - If 0,


default behavior. If 1, it doesn�t fidget.// Cell 3 - Number of state when talked
to. Plays default text if 0.begincreaturescript; variables; short i,target; short
mess1 = 0; short mess2 = 0; short mess3 = 0; short mess4 = 0; short did_meet = 0; short
last_abil; short last_abil2; body; // set_top_string(""); beginstate INIT_STATE;
set_name(ME,"Seeker Azarni"); set_level(ME,20); set_boss_level(ME,2);
set_scaling(ME,100); set_courage(ME,100);
//place_particle_num(ME,short which_particle,12,8);
//place_particle_num(ME,short which_particle,13,8); last_abil =
get_current_tick(); last_abil2 = get_current_tick(); if (gf(3,30) < 2)
erase_char(ME); if (gf(7,32) == 0) erase_char(ME); if (gf(7,1)
== 0) erase_char(ME); break; beginstate DEAD_STATE; //sf(,,);
//begin_talk_mode(); break; beginstate START_STATE; if (did_meet == 0) {
if ((get_nearest_party_char(6) >= 0) || (who_shot_me() >= 0)) {
did_meet = 1; //begin_talk_mode(); }
else end(); } // 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_foe_target(ME,-1); }
if (get_foe_target(ME,8,0)) { do_attack(); set_state(3);
} if (who_shot_me() >= 0) { set_foe_target(ME,who_shot_me());
do_attack(); set_state(3); } if (gf(7,32) > 0) {
if (dist_to_nav_point(ME,5) <= 3) { set_top_string("Seeker Azarni
flees to safety."); erase_char(ME);
award_party_xp(100,20); end(); }
else approach_nav_point(ME,5,1); } if
(am_i_doing_action() == FALSE) end_combat_turn(); break; beginstate 3; //
attacking if (target_ok() == FALSE) set_state(START_STATE);
if ((mess1 == 0) && (get_health(ME) < (get_max_health(ME) * 1) / 2)) {
mess1 = 1; set_attitude(ME,4); begin_talk_mode(101);
}// sound(); // spawn_creature(); //
set_summon_level(,1); // place_particle_num(,22,13,8);
do_attack(); break; // for summons place_particle_num(,10,7,10); beginstate
TALKING_STATE; if (gf(7,32) > 0) { print_str("Talking: Azarni is
trying to flee. She doesn't respond."); } else
begin_talk_mode(100); break;

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