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21800_agmoss_JESS.cos
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21800_agmoss_JESS.cos
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**
** Agressive moss script
**
** Sprites by Jesseth, coding by Pilla.
**
**
** Feel free to use this code however you want.
**
**
**
** Caos2pray chunk
**
** Compiles the agent.
**
* CAOS2PRAY CHUNK
*# Pray-File "gp_agmoss_JESS.agents"
*# DS-Name "GP - Agressive Moss"
*# attach gp_agressive_moss_JESS.c16 GrenP_AggressiveMoss.catalogue
*# desc = "This moss is... Quite agressive.by Jesseth"
*# Agent Animation File = "gp_agressive_moss_JESS.c16"
*# Agent Sprite First Image = 6
*# Agent Animation Gallery = "gp_agressive_moss_JESS"
*
*
*
** Injection script
**
**
** The vendor!
**
*new: comp 2 23 21800 "gp_agressive_moss_JESS" 10 46 rand 800 900
*mesg wrt+ targ 1000 game "CreatorX" game "CreatorY" 0
**
** Scripts
**
**
**
** Creator script
**
scrp 2 23 21800 1000
new: comp 2 23 21800 "gp_agressive_moss_JESS" 10 46 rand 800 900
** Attributes: mouseable 2 + collide 64 + physics 128 = 194
attr 194
perm 100
accg 1
aero 1
fric 80
elas 20
** Behaviour: activate 1 + hit 8 = 9
bhvr 9
** Create the waving moss
pat: dull 1 "gp_agressive_moss_JESS" 47 0 0 1
** Create the buttons
pat: butt 2 "gp_agressive_moss_JESS" 52 2 0 18 1 [] 500 1
pat: butt 3 "gp_agressive_moss_JESS" 54 2 0 18 1 [] 501 1
pat: butt 4 "gp_agressive_moss_JESS" 56 2 0 18 1 [] 502 1
pat: butt 5 "gp_agressive_moss_JESS" 58 2 0 18 1 [] 503 1
** Animate the moss
part 1
frat 10
anim [ 0 1 2 3 4 3 2 1 255]
** Move the dispenser to the agent injector
mvsf _p1_ _p2_
targ ownr
kill ownr
endm
**
** Vendor scripts
**
**
*
** Activate (creature push)
scrp 2 23 21800 1
** stim "activated machine"
stim writ from 90 1
** Vend seed
setv va03 posx
subv va03 1
setv va04 posb
subv va04 4
setv va00 rand 0 3
doif va00 eq 0
setv va01 10
elif va00 eq 1
setv va01 22
elif va00 eq 2
setv va01 34
elif va00 eq 3
setv va01 45
endi
inst
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 va01 rand 1000 3000
** attr: mouseable 2 + collide 64 + physics 128 = 194
attr 194
** bhvr: eat 16 + pickup 32 = 48
bhvr 48
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 0.2
fric 60
elas 40
tick 2000
velo rand -3 3 -2
setv ov00 va00
mvsf va03 va04
slow
endm
*
** Hit (creature hit)
scrp 2 23 21800 3
** Stim "hit machinery"
stim writ from 92 1
** Vend two seed. Wohooh.
setv va00 posx
setv va01 posb
subv va01 5
reps 2
setv va02 rand 0 3
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 34 rand 1000 3000
** attr: mouseable 2 + collide 64 + physics 128 = 194
attr 194
** bhvr: eat 16 + pickup 32 = 48
bhvr 48
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 0.2
fric 60
elas 40
velo rand -20 20 rand -10 -3
tick rand 50 150
setv ov00 va02
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
endi
repe
endm
** Button 1 activated
scrp 2 23 21800 500
mesg writ pntr 101
setv va00 posx
subv va00 1
setv va01 posb
subv va01 5
part 2
anim [1 0]
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 10 rand 1000 3000
** attr: mouseable 2 + invisible 16 + collide 64 + physics 128 = 210
attr 210
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 10
fric 30
elas 40
velo rand -8 8 -5
tick 300
setv ov00 0
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
endi
endm
*
** Button 2 activated
scrp 2 23 21800 501
mesg writ pntr 101
setv va00 posx
subv va00 1
setv va01 posb
subv va01 5
part 3
anim [1 0]
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 22 rand 1000 3000
** attr: mouseable 2 + invisible 16 + collide 64 + physics 128 = 210
attr 210
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 10
fric 30
elas 40
velo rand -8 8 -5
tick 300
setv ov00 1
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
endi
endm
*
** Button 3 activated
scrp 2 23 21800 502
mesg writ pntr 101
setv va00 posx
subv va00 1
setv va01 posb
subv va01 10
part 4
anim [1 0]
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 45 rand 1000 3000
** attr: mouseable 2 + invisible 16 + collide 64 + physics 128 = 210
attr 210
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 10
fric 30
elas 40
velo rand -8 8 -5
tick 300
setv ov00 3
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
endi
endm
*
** Button 4 activated
scrp 2 23 21800 503
mesg writ pntr 101
setv va00 posx
subv va00 1
setv va01 posb
subv va01 5
part 5
anim [1 0]
new: simp 2 3 21800 "gp_agressive_moss_JESS" 1 34 rand 1000 3000
** attr: mouseable 2 + invisible 16 + collide 64 + physics 128 = 210
attr 210
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 10
fric 30
elas 40
velo rand -8 8 -5
tick 300
setv ov00 2
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
endi
endm
*
** Plant script
*
** TIMER
scrp 2 4 21800 9
** Check if the moss is about to start growing
doif tick eq 2
** Check if there's enough space to grow: if not, kill the moss placeholder
inst
setv va00 0
etch 2 4 21800
addv va00 1
next
doif va00 gt 2
kill ownr
stop
endi
** Set the moss growing timer
tick rand 120 250
slow
endi
**
** MOSS 0
**
doif ov00 eq 0
** Check if the moss is fully grown. If not, grooww
doif pose lt 4
setv va00 pose
addv va00 1
pose va00
elif pose eq 4
pose 5
setv va00 tick
mulv va00 2
tick va00
** If the moss is fully grown, animate the 'life' stage
elif pose eq 5
frat 5
anim [6 7 255]
setv va00 tick
mulv va00 2
tick va00
elif pose ge 5
** Create the floating seeds 8D (3 seed)
** Variable preparation (seed 1)
setv va00 posl
setv va01 post
addv va00 6
addv va01 6
setv va02 tick
setv va03 ov00
** Run the seed-making subroutine
gsub makeseed
** Animate the seed
anim [0 1 255]
** Retarget the moss plant
targ ownr
** Variable preparation + seed routine (seed 2)
setv va00 posl
setv va01 post
addv va00 18
addv va01 4
setv va02 tick
setv va03 ov00
gsub makeseed
anim [1 0 255]
targ ownr
** Variable preparation + seed routine (seed 3)
setv va00 posl
setv va01 post
addv va00 26
addv va01 6
setv va02 tick
setv va03 ov00
gsub makeseed
anim [0 1 255]
targ ownr
** If the moss has lived long enough, die >:3
setv va00 tick
tick 0
lock
wait va00
pose 4
frat 40
anim [3 2 1]
over
kill ownr
unlk
endi
**
** MOSS 1
**
elif ov00 eq 1
** Check if the moss is fully grown. If not, grooww
doif pose lt 5
setv va00 pose
addv va00 1
pose va00
elif pose eq 5
pose 6
setv va00 tick
mulv va00 2
tick va00
elif pose eq 6
frat 8
anim [7 8 255]
setv va00 tick
mulv va00 3
tick va00
elif pose ge 7
** Create the floating seeds 8D (3 seed)
** Variable preparation (seed 1)
setv va00 posl
setv va01 post
addv va00 2
addv va01 1
setv va02 tick
setv va03 ov00
** Run the seed-making subroutine
gsub makeseed
** Animate the seed
anim [0 1 255]
** Retarget the moss plant
targ ownr
** Variable preparation + seed routine (seed 2)
setv va00 posl
setv va01 post
addv va00 13
addv va01 1
setv va02 tick
setv va03 ov00
gsub makeseed
anim [1 0 255]
targ ownr
** Variable preparation + seed routine (seed 3)
setv va00 posl
setv va01 post
addv va00 24
addv va01 2
setv va02 tick
setv va03 ov00
gsub makeseed
anim [0 1 255]
targ ownr
** If the moss has lived long enough, die >:3
setv va00 tick
tick 0
lock
wait va00
pose 5
frat 40
anim [4 3 2 1]
over
kill ownr
unlk
endi
**
** MOSS 2
**
elif ov00 eq 2
** Check if the moss is fully grown. If not, grooww
doif pose lt 5
setv va00 pose
addv va00 1
pose va00
elif pose eq 5
pose 6
setv va00 tick
mulv va00 2
tick va00
elif pose eq 6
frat 12
anim [7 8 255]
setv va00 tick
mulv va00 3
tick va00
elif pose ge 7
** Create the floating seeds 8D (3 seed)
** Variable preparation (seed 1)
setv va00 posl
setv va01 post
addv va00 9
addv va01 11
setv va02 tick
setv va03 ov00
** Run the seed-making subroutine
gsub makeseed
** Animate the seed
anim [0 1 255]
** Retarget the moss plant
targ ownr
** Variable preparation + seed routine (seed 2)
setv va00 posl
setv va01 post
addv va00 18
addv va01 3
setv va02 tick
setv va03 ov00
gsub makeseed
anim [1 0 255]
targ ownr
** Variable preparation + seed routine (seed 3)
setv va00 posl
setv va01 post
addv va00 36
addv va01 9
setv va02 tick
setv va03 ov00
gsub makeseed
anim [0 1 255]
targ ownr
** If the moss has lived long enough, die >:3
setv va00 tick
tick 0
lock
wait va00
pose 5
frat 40
anim [4 3 2 1]
over
kill ownr
unlk
endi
**
** MOSS 3
**
elif ov00 eq 3
** Check if the moss is fully grown. If not, grooww
doif pose lt 4
setv va00 pose
addv va00 1
pose va00
elif pose eq 4
pose 5
setv va00 tick
mulv va00 2
tick va00
** If the moss is fully grown, animate the 'life' stage
elif pose eq 5
frat 5
anim [6 7 255]
setv va00 tick
mulv va00 2
tick va00
elif pose ge 5
** Create the floating seeds 8D (3 seed)
** Variable preparation (seed 1)
setv va00 posl
setv va01 post
addv va00 1
addv va01 4
setv va02 tick
setv va03 ov00
** Run the seed-making subroutine
gsub makeseed
** Animate the seed
anim [0 1 255]
** Retarget the moss plant
targ ownr
** Variable preparation + seed routine (seed 2)
setv va00 posl
setv va01 post
addv va00 14
addv va01 2
setv va02 tick
setv va03 ov00
gsub makeseed
anim [1 0 255]
targ ownr
** Variable preparation + seed routine (seed 3)
setv va00 posl
setv va01 post
addv va00 25
addv va01 6
setv va02 tick
setv va03 ov00
gsub makeseed
anim [0 1 255]
targ ownr
** If the moss has lived long enough, die >:3
setv va00 tick
tick 0
lock
wait va00
pose 4
frat 40
anim [3 2 1]
over
kill ownr
unlk
endi
endi
** The seed-making subroutine
subr makeseed
** Make this part run in a single tick, so things can't be undefined
inst
setv va91 ov00
doif va91 eq 0
setv va90 8
elif va91 eq 1
setv va90 20
elif va91 eq 2
setv va90 32
elif va91 eq 3
setv va90 43
else
kill ownr
stop
endi
** Create seed. <3
new: simp 2 3 21800 "gp_agressive_moss_JESS" 3 va90 rand 1000 3000
** attr: mouseable 2 + collisions 64, the seed will get influence from gravity/physics
** AFTER the time tick or AFTER the seed has been picked up by a creature.
attr 66
perm 70
** bhvr: eat 16 + pickup 32 = 48
bhvr 48
** Set variables
setv ov00 va03
setv ov01 va01
** Emit starchy smell
emit 7 0.8
** Tick to define time after which it'll stop floating and drop on the ground
tick va02
** Stop single-tick mode
slow
doif va91 eq 0
frat 5
elif va91 eq 1
frat 7
elif va91 eq 2
frat 10
elif va91 eq 3
frat 13
endi
doif tmvt va00 va01 eq 1
mvto va00 va01
else
kill targ
stop
endi
retn
endm
*
** Seed scripts
*
*
** TIMER
scrp 2 3 21800 9
** Check whether the attributes have already been set
doif attr le 66
** If not, add attributes and throw the seed somewhere random.
inst
** attr: mouseable 2 + collide 64 + physics 128 = 194
attr 194
** Will go through some walls
perm 70
** Physics
accg 0.3
aero 0.2
fric 5
elas 30
** Change pose and launch seed
pose 2
velo rand -8 8 rand -10 -3
tick rand 50 150
doif tmvt posx posy eq 1
mvto posx posy
else
kill targ
endi
else
** Attributes have been set
** Check if the seed has settled
doif carr eq null and fall eq 0
inst
** Get the room type of the seed
setv va00 posx
setv va01 posb
setv va02 grap posx posy
setv va03 rtyp va02
** Don't grow in freshwater or saltwater areas
doif va03 eq -1 or va03 eq 8 or va03 eq 9
kill ownr
else
** Woo it may be able to grow. Set the plant type.
setv va04 posl
setv va05 ov00
doif va05 eq 0
subv va04 19
subv va01 24
setv va06 0
setv va07 8
elif va05 eq 1
subv va04 14
subv va01 14
setv va06 11
setv va07 9
elif va05 eq 2
subv va04 25
subv va01 35
setv va06 23
setv va07 9
elif va05 eq 3
subv va04 17
subv va01 30
setv va06 35
setv va07 8
endi
** Grow a new moss plant!
new: simp 2 4 21800 "gp_agressive_moss_JESS" va07 va06 rand 1000 3000
** attr: invisible 16, bhvr: 0
attr 16
bhvr 0
** Set the tick to 2 to trigger the 'do I have enough space to grow' check script
tick 2
** Set the moss type (depends on the seed)
setv ov00 va05
setv va50 va01
subv va50 3
** test-move it into the space: if it can't grow there, kill it
doif tmvt va04 va50 eq 0
kill targ
else
** If it can grow here, grow!
mvto va04 va01
endi
targ ownr
kill ownr
endi
slow
endi
endi
endm
*
** PICKUP
scrp 2 3 21800 4
** Check whether the attributes have already been set
doif attr le 2
** If not, add attributes.
** attr: mouseable 2 + collide 64 + physics 128 = 194
attr 194
** Will go through some walls
perm 70
** Physics
accg 0.2
aero 0.2
fric 10
elas 40
** Change pose
pose 2
endi
endm
*
** EAT
scrp 2 3 21800 12
** Lock the script, so once someone's eating the seed, it can't be interrupted.
lock
** Wait, so the creatures can't overeat :p
wait 5
** Stim the eating creature with "eaten plant"
stim writ from 77 1
** Wait a little more :p
wait 5
** Kill the seed
kill ownr
endm
rscr
enum 2 23 21800
kill targ
next
enum 2 3 21800
kill targ
next
enum 2 4 21800
kill targ
next