I wanted to give you this. It's sort of a variation on something I was developing for my aforementioned Entry Point style hold. A system for making a 'Neather-like character really versatile.
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× Imperative 29
Label start
Wait 0
* Set var "_MyScriptX" = neatherX
* Set var "_MyScriptY" = neatherY
If ...
Wait for entity Self 0,0,0,0
Set var "_MyScriptX" = 1
Set var "_MyScriptY" = 1
If ...
Wait while entity Self 0,0,35,29
Disappear
If End
Else If
? Move to 0,0,0,1
Else If
Wait for item Orb (any),0,0,0,0
Set var "_MyScriptX" - 1
Set var "_MyScriptY" - 1
If ...
Wait for entity Self 0,0,2,2
Set var "_MyScriptX" + 1
Set var "_MyScriptY" + 1
Attack tile 0,0,Stab
Set var "NeatherX" = _MyX
Set var "NeatherY" = _MyY
If End
If End
Set var "_MyScriptX" = -9999
Set var "_MyScriptY" = -9999
Go to start
With this, you can make your First Archivist boss into a custom element running that as a default script, and have NPCs in the individual rooms do his thinking for him. Just set some coordinates with the "
neatherX"
and "
neatherY"
variables, and he'll attempt to pathfind towards that spot. Change the coordinates at any time to make him change his mind. If there's an orb on the tile, he'll strike it when he reaches it. And if the target is on the edge of the room, he'll disappear after he gets there. This way, you can split his various functions across multiple scripts. For instance, you could have one control script for half of the room, and seamlessly pass things on to a different one in the other half.
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