Some nice scripts there.
I'd tweak the checkpoint slightly though.
Checkpoint:Click here to view the secret text
× Imperative Ghost Display
Set var _MyScriptX = _MyX
Set var _MyScriptY = _MyY
Label "Loop"
Wait for entity Player at (0,0)-(0,0)
Autosave "Level 1 Autosave"
Wait while entity is Player at (0,0)-(0,0)
Go to "Loop"
This way, the checkpoint is only triggered once when the player moves on to it, not whenever the player waits or turns his sword while on it.
EDIT: An alternative checkpoint script that doesn't use _MyScriptX/Y is as follows.
Checkpoint:Click here to view the secret text
× Imperative Ghost Display
Label "Loop"
Wait for player to touch me
Autosave "Level 1 Autosave"
Label "Wait"
If ...
Wait for player to touch me
Wait 0 turn(s)
Go to "Wait"
If End
Go to "Loop"
===
As for my own contributions, here's a couple of useful ones.
Teleport In:Click here to view the secret text
× Each use "Cmd"
Go to "End"
Label "Cmd"
Go to level entrance (Skip entrance screen) "Custom Room: The Entrance: Teleport"
Equipment swap Command Teleport Out
Label "End"
Teleport Out:Click here to view the secret text
× Each use "Cmd"
Go to "End"
Label "Cmd"
Go to level entrance (Skip entrance screen) (Return to prior location)
Equipment swap Command Teleport In
Label "End"
Also, a standard custom monster should have a Default Script looking something like this:
Scripted Roach:Click here to view the secret text
× Behavior Face Target
Set var _MyHP = 45
Set var _MyATK = 20
Set var _MyDEF = 2
Set var _MyGold = 2
Set var _MyREP = 2
Appear
Ideally, you should pick behaviors that match the type of monster you're emulating.
Many enemies have the "
Face Target"
behavior. Evil/Mad Eyes don't have "
Face Target"
, but do have "
Attack in front"
and "
Surprised from behind"
behaviors. Goblins and Goblin Kings have "
Face Target"
, "
Attack in front with back turned"
and "
Goblin weakness"
behaviors. Aumtlich naturally don't have "
Face Target"
, and have "
Beam Attack"
instead, but aren't surprised from behind. And Seep and Waterskippers have both "
Face Target"
and the "
Attack adjacent"
behaviors.
Of course, not everything can be as easily scripted: Roach Queens are particularly difficult (Roach Eggs would be less difficult, except that I haven't figured out a way to prevent *more* eggs from spawning when you kill an egg), and there's no easy way to emulate the switching of tarstuff babies via tokens or their immunity to hot tiles. But there's certainly a lot that can be done... just remember to be *consistent* within your hold, no matter what scripting you use.
[Last edited by TFMurphy at 09-16-2008 02:38 PM]