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==Script 1000: Custom Vending Script==
 
==Script 1000: Custom Vending Script==
 
[[File:Basic Interactive Plant Part 2 DS.png|right|Plant and two peaking pies.]]
 
[[File:Basic Interactive Plant Part 2 DS.png|right|Plant and two peaking pies.]]
Just a reminder: if you create your own food item instead of using the official peaking pie/cheese, you don't need to bother checking if the game is C3 or DS.  (You just need to make sure the food sprites, catalogues, sounds and scripts are included with the plant.)  The following is very similar to the script used in the [http://creaturescaves.com/community.php?section=Resources&view=97 Making a Smart Vendor] tutorial.  Note the liberal use of '''TARG OWNR''' after the [[ESEE]] and [[NEW: SIMP]] commands are completed.   
+
Just a reminder: if you create your own food item instead of using the official peaking pie/cheese, you don't need to bother checking if the game is C3 or DS.  (You just need to make sure the food sprites, catalogues, sounds and scripts are included with the plant.)  The following is very similar to the script used in the [https://creaturescaves.com/community.php?section=Resources&view=97 Making a Smart Vendor] tutorial.  Note the liberal use of '''TARG OWNR''' after the [[ESEE]] and [[NEW: SIMP]] commands are completed.   
  
 
   scrp 2 4 5005 1000
 
   scrp 2 4 5005 1000

Revision as of 02:05, 17 May 2020

Introduction

Sharmflower sprite images.

This plant script uses a few basic variables and is coded so that creatures can push, pull or hit the plant, with the appropriate stimulus attached so that the creature is rewarded for playing with the plant. It follows on from the Basic interactive plant script, and adds more features to the script discussed there. The plant itself will grow and ungrow wherever it lands, and will die if it does not grow on soil or is hit to death. The plant will give a piece of food when played with by norns or the hand depending on if you're running C3 standalone (cheese) or a docked or DS standalone game (peaking pie). This plant's growth script does not use subroutines, and instead, relies on valid logic statements. It's useful to use the CAOS Tool or another highlighting tool because they can make the CAOS syntax easier to read.

CAOS2PRAY

Monk, ready to use CAOS2PRAY.

CAOS2PRAY is a feature included with RProgrammer's Jagent which allows the coder to not have to code a separate PRAY file in their agents. This chunk of code goes at the top of the COS file, and when it is dragged and dropped onto Monk (also part of the Jagent suite), compiles the cos file, with its dependent sprite file, into an agent that will be easy for everyone to install and play with. For more details on CAOS2PRAY, see CAOS2PRAY: An Easier Way by Amaikokonut.

**CAOS2PRAY
*# Pray-File "BasicInteractivePlant.agents"
*# C3-Name "Basic Interactive Plant C3"
*# DS-Name "Basic Interactive Plant DS"
*# attach sharmflower.c16
*# desc = "A basic plant that grows and ungrows, and creatures can interact with to produce food.  Injects into the C3 Norn Terrarium or the DS Norn Meso."
*# Agent Animation File = "sharmflower.c16"
*# Agent Animation String = "0 1 2 3 4 5 4 3 2 1 255"
*# Agent Sprite First Image = 0
*# Agent Animation Gallery = "sharmflower"
*# Web URL = "creatures.wiki"
*# Web Label = "Creatures Wiki"

Install Script

Sharmflower sprite images.
inst
reps 5
	new: simp 2 4 5005 "sharmflower" 6 0 rand 200 6000

Note that the ATTR for this plant is 196, not 192: the 4 means that the hand can activate it.

	attr 196
	bhvr 11

setting a range of 100 for smart vending abilities

	rnge 100
	elas 0
	setv ov00 0
	setv ov99 0

This will run every 15 to 50 seconds.

	tick rand 300 1000

Check the engine and move it into the world - adapted from Hausmouse's Learn to PRAY.

* Which game engine is it?
	doif gnam eq "Docking Station"

A random X-location between 597 and 1721 (inclusive).

		setv va00 rand 597 1721

A constant Y-location of 8904.

		setv va01 8904
		doif tmvt va00 va01 eq 1
			mvto va00 va01
		else
			mvsf va00 va01
		endi
	elif gnam eq "Creatures 3"

Using TMVT and a DOIF-ENDI to test whether it can move into the C3 norn terrarium, choosing a random X-location between 1740 and 2740, but a constant Y-location (674) to move to.

		doif tmvt rand 1740 2740 674 eq 1
			mvto rand 1740 2740 674
		else
			mvsf rand 1740 2740 674
		endi
	endi
repe

Push Script

Stimulating the creature who pushed the plant with stimulus # 84: played with friendly plant, and triggering script #1000 in the plant.

*push script
scrp 2 4 5005 1
	stim writ from 84 1
	mesg writ ownr 1000
endm

Pull Script

Stimulating the creature who pulled the plant with stimulus # 84: played with friendly plant, and triggering script #1000 in the plant.

*pull script
scrp 2 4 5005 2
	stim writ from 84 1
	mesg writ ownr 1000
endm

Timer Script

Sharmflower sprite images.
*timer script
scrp 2 4 5005 9
*soil check
	doif rtyp room targ = 5 or rtyp room targ = 6 or rtyp room targ = 7
*Grow UP
		doif ov00 eq 0
			doif pose lt 5
				setv va00 pose
				addv va00 1
				pose va00
			else
*remain in a mature pose, add to age counter.		
				addv ov99 1
*Check game name to see if there are too many peakingpies/cheeses touching.	
				doif gnam eq "Docking Station"
					inst
					etch 2 11 7
						doif targ = null
							mesg writ ownr 1000
						endi
					next
 				elif gnam eq "Creatures 3"
					etch 2 11 2
						doif targ = null
							mesg writ ownr 1000
						endi
					next
					slow
				endi
*you've been mature for too long now, prepare to become immature.	
				doif ov99 eq 50
					setv ov00 1
*MESG the vend script, starting off the vend routine.		
					mesg writ ownr 1000
				endi
			endi
*grow DOWN	
			doif ov00 eq 1
				doif pose gt 0
					setv va00 pose
					subv va00 1
					pose va00
				else
*Reset plant		
					setv ov99 0
					setv ov00 0
				endi
			endi
 		endi
*if you didn't land on soil	
		else
			kill ownr
	endi
endm


Hit Script

Very similar to the hit script in the Basic interactive plant script, except this plant can be smushed to death if it is hit while it is at its most vulnerable. If you allow the plant to die this way, it would be good to include a vendor with the plant so that people can bring it back!

*Hit script
scrp 2 4 5005 3
	stim writ from 84 1
*this makes sure that the plant itself is targeted to change pose.	
	targ ownr
*the plant grows DOWN if it is hit.	
	doif pose gt 0
		setv va00 pose
		subv va00 1
		pose va00
*plant can be smushed to death		
	elif pose eq 0
		kill ownr
	endi
endm

Script 1000: Custom Vending Script

Plant and two peaking pies.

Just a reminder: if you create your own food item instead of using the official peaking pie/cheese, you don't need to bother checking if the game is C3 or DS. (You just need to make sure the food sprites, catalogues, sounds and scripts are included with the plant.) The following is very similar to the script used in the Making a Smart Vendor tutorial. Note the liberal use of TARG OWNR after the ESEE and NEW: SIMP commands are completed.

 scrp 2 4 5005 1000
 	lock
 	doif gnam eq "Docking Station"
 		setv va66 0
 		esee 2 11 7
 			addv va66 1
 		next
 		targ ownr
 	elif gnam eq "Creatures 3"
		setv va66 0
		esee 2 11 2
			addv va66 1
		next
		targ ownr
	endi
	doif va66 le 2
		setv va00 posx
		setv va01 post
		doif gnam eq "Docking Station"
			inst
			new: simp 2 11 7 "ds empathic vendor" 3 42 425
			attr 195
			bhvr 48
			perm 64
			elas 30
			accg 5
			fric 100
			mvsf va00 va01
			velo rand -5 10 rand 1 20
			emit 8 .5
			tick 120
			slow
			targ ownr
		elif gnam eq "Creatures 3"
			inst
			new: simp 2 11 2 "infinite_cheese_machine" 2 44 8000
			attr 195
			bhvr 48
			perm 64
			elas 40
			accg 10
			aero 5
			fric 100
			mvsf va00 va01
			velo rand -5 10 rand 1 20
			setv ov61 30
			emit 8 0.35
			slow
			targ ownr
		endi
	endi
	unlk
endm

Removal Script

This simply counts through all the objects in the world with that class number, removes them, and then removes the scripts that belong to that class number. It's important to double-check that the class numbers here match the class numbers you've been using all along, and make sure that all SCRPs in the object have a corresponding scrx. If the class numbers here do not match the ones you've been using, you might accidentally delete some other object in the player's world, or silently delete another object's scripts, which would be hard for someone to fix!

 rscr
 enum 2 4 5005
 	kill targ
 next
 scrx 2 4 5005 1
 scrx 2 4 5005 2
 scrx 2 4 5005 9
 scrx 2 4 5005 3
 scrx 2 4 5005 1000

Whole Script

**CAOS2PRAY
*# Pray-File "BasicInteractivePlant.agents"
*# C3-Name "Basic Interactive Plant C3"
*# DS-Name "Basic Interactive Plant DS"
*# attach sharmflower.c16
*# desc = "A basic plant that grows and ungrows, and creatures can interact with to produce food.  Injects into the C3 Norn Terrarium or the DS Norn Meso."
*# Agent Animation File = "sharmflower.c16"
*# Agent Animation String = "0 1 2 3 4 5 4 3 2 1 255"
*# Agent Sprite First Image = 0
*# Agent Animation Gallery = "sharmflower"
*# Web URL = "creatures.wiki"
*# Web Label = "Creatures Wiki" 

inst
reps 5
	new: simp 2 4 5005 "sharmflower" 6 0 rand 200 6000
	attr 196
	bhvr 11
*setting a RANGE of 100 for smart vending abilities
	rnge 100
	elas 0
	setv ov00 0
	setv ov99 0
	tick rand 300 1000
*** Check the engine and move it into the world - adapted from Hausmouse's Learn to PRAY.
* Which game engine is it?
	doif gnam eq "Docking Station"
*X	
		setv va00 rand 597 1721
*Y		
		setv va01 8904
		doif tmvt va00 va01 eq 1
			mvto va00 va01
		else
			mvsf va00 va01
		endi
	elif gnam eq "Creatures 3"
*Norn Terrarium
		doif tmvt rand 1740 2740 674 eq 1
			mvto rand 1740 2740 674
		else
			mvsf rand 1740 2740 674
		endi
	endi
repe

*push script
scrp 2 4 5005 1
	stim writ from 84 1
	mesg writ ownr 1000
endm

*pull script
scrp 2 4 5005 2
	stim writ from 84 1
	mesg writ ownr 1000
endm

*timer script
scrp 2 4 5005 9
*soil check
	doif rtyp room targ = 5 or rtyp room targ = 6 or rtyp room targ = 7
*Grow UP
		doif ov00 eq 0
			doif pose lt 5
				setv va00 pose
				addv va00 1
				pose va00
			else
*remain in a mature pose, add to age counter.		
				addv ov99 1
*Check game name to see if there are too many peakingpies/cheeses touching.	
				doif gnam eq "Docking Station"
					inst
					etch 2 11 7
						doif targ = null
							mesg writ ownr 1000
						endi
					next
				elif gnam eq "Creatures 3"
					etch 2 11 2
						doif targ = null
							mesg writ ownr 1000
						endi
					next
					slow
				endi
*you've been mature for too long now, prepare to become immature.	
				doif ov99 eq 50
					setv ov00 1
*MESG the vend script, starting off the vend routine.		
					mesg writ ownr 1000
				endi
			endi
*grow DOWN	
			doif ov00 eq 1
				doif pose gt 0
					setv va00 pose
					subv va00 1
					pose va00
				else
*Reset plant		
					setv ov99 0
					setv ov00 0
				endi
			endi
		endi
*if you didn't land on soil	
	else
		kill ownr
	endi
endm

*Hit script
scrp 2 4 5005 3
	stim writ from 84 1
*this makes sure that the plant itself is targeted to change pose.	
	targ ownr
*the plant grows DOWN if it is hit.	
	doif pose gt 0
		setv va00 pose
		subv va00 1
		pose va00
*plant can be smushed to death		
	elif pose eq 0
		kill ownr
	endi
endm

scrp 2 4 5005 1000
	lock
	doif gnam eq "Docking Station"
		setv va66 0
		esee 2 11 7
			addv va66 1
		next
		targ ownr
	elif gnam eq "Creatures 3"
		setv va66 0
		esee 2 11 2
			addv va66 1
		next
		targ ownr
	endi
	doif va66 le 2
		setv va00 posx
		setv va01 post
		doif gnam eq "Docking Station"
			inst
			new: simp 2 11 7 "ds empathic vendor" 3 42 425
			attr 195
			bhvr 48
			perm 64
			elas 30
			accg 5
			fric 100
			mvsf va00 va01
			velo rand -5 10 rand 1 20
			emit 8 .5
			tick 120
			slow
			targ ownr
		elif gnam eq "Creatures 3"
			inst
			new: simp 2 11 2 "infinite_cheese_machine" 2 44 8000
			attr 195
			bhvr 48
			perm 64
			elas 40
			accg 10
			aero 5
			fric 100
			mvsf va00 va01
			velo rand -5 10 rand 1 20
			setv ov61 30
			emit 8 0.35
			slow
			targ ownr
		endi
	endi
	unlk
endm

*REMOVE ME
rscr
enum 2 4 5005
	kill targ
next
scrx 2 4 5005 1
scrx 2 4 5005 2
scrx 2 4 5005 9
scrx 2 4 5005 3
scrx 2 4 5005 1000


Moving On

  • To simulate ungrowing to death, an additional, pure black, sprite could be added to the C16 file as sprite #0 to allow the plant to vanish, and the number used to note the peak of the plant's growth would also need to be changed.
  • If the whole agent was classed as a flower (genus number 7), it would be worthwhile adding a pollination script (303) for the bees, although this would make it compete with the foxglove in the C3 Norn Terrarium. A very simple one would be to just MESG WRIT the vending script:
scrp 2 7 5005 303
	mesg writ ownr 1000
endm
    • As discussed earlier, MESG WRIT OWNR 1000 could be used to elicit food from the plant on pollination when smart vending is in script #1000.
  • Make a vendor to vend the plant, or add a seed object to the plant.
    • If a seed is used, a doif check using the range would be needed to make sure the plants did not grow too thickly, by killing the plant if there are too many close by.
  • See the fungi.cos fruit timer script (scrp 2 8 5 9) for an object that uses similar logic statements to grow, wait and then grow old and die, rather than grow and ungrow forever as this example plant does.