3 new scripts!

SkelApe

Member
Elder
Joined
Nov 10, 2007
Messages
651
I have over the past few weeks written a few custom scripts for B&W2. See what you think.

1. Creates a man. You get 3 attempts at killing him correctly (each time he dies, he respawns at the chosen locations). Every time you kill him wrongly, a volcano will spawn where specified on the map. In this script, they spawn closer and closer to your town every time you kill him wrongly; but if customised, they will spawn where ever you want. If you kill him correctly, you are awarded tribute.
Code:
//////////////////////////////////////
// ><><><><><><><><><><><><><><><>< //
//  SkelApe's Shadow Legion script  //
// ><><><><><><><><><><><><><><><>< //
//////////////////////////////////////

define script ShadowLegion
define script FirstEffect
define script ShadowBeingTwo
define script SecondEffect
define script ShadowBeingThree
define script ThirdEffect
define script ShadowLegionDeath

// The number below (100000) is the number of tribute awarded for completing the challenge.
// Change it to reflect how much tribute YOU want to be given upon completion.

//////////////////////////////
global TributeAwarded = 100000
//////////////////////////////

// change the 0 to the id of your town (The first town created in the editor has an id of 0, the second
// has an id of 1, and so on.) All the script that you need to change is highlighted.

///////////////////
global MyTownID = 0
///////////////////

// Enter the co-ordinates of the given object when you see the { } marks (as highlighted below).

run script ShadowLegion

begin script ShadowLegion

////////////////////////////////////////////////////
oShadowbeing1Pos = marker at {1273.99,508.59,481.83}
////////////////////////////////////////////////////

oShadowbeing1 = 0
oBeam = 0
oExplosion = 0
oGlow = 0
oBluehaze = 0
oDeathBeam = 0
start

// choose where you would like the first Shadow Being to stand by entering the co-ordinates.
oShadowbeing1 = create SCRIPT_OBJECT_TYPE_VILLAGER VILLAGER_INFO_MERRYMAN4 at {oShadowBeing1Pos}
SCRIPT_OBJECT_PROPERTY_TYPE_ANGLE of oShadowbeing1 = 180
disable anim events on oShadowbeing1
oBeam = create visual effect VISUAL_EFFECT_EPIC_VOLCANO_BEAM on oShadowbeing1 time 8.00						
oExplosion = create visual effect VISUAL_EFFECT_EPIC_DOOMSDAY_EXPLODE on oShadowbeing1 time 2.00
oGlow = create visual effect VISUAL_EFFECT_BEAUTY_GLOW on oShadowbeing1 time 1000.0
oBluehaze = create visual effect VISUAL_EFFECT_MIRACLE_CHARGE on oShadowbeing1 time 30.00

begin fullscreen cinema
set camera position to {oShadowbeing1}+{300.00,300.00,50}
set fade in time 3
end cinema

wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of oShadowbeing1 <=0.01 run background script FirstEffect
wait until oShadowbeing1 not exists run script ShadowLegionDeath

end script ShadowLegion

begin script FirstEffect

/////////////////////////////////////////////////
eVolcano1coord = marker at {538.00,220.03,752.93}
/////////////////////////////////////////////////

eVolcano1 = 0
start

wait 1 second


begin fullscreen cinema
set camera position to {eVolcano1coord}+{-500,250.00,100.00}
set fade in time 1
end cinema

eVolcano1 = create volcano at {538.44,220.03,752.93} player 0

begin dialogue
say "BW2T_SCRIPT_08FINAL_MONSTERMINE_310"
end dialogue

invoke eVolcano1 EPIC_START_SHOCKWAVE																	
invoke eVolcano1 EPIC_START_RISING					
invoke eVolcano1 EPIC_START_LAVA																
invoke eVolcano1 EPIC_START_SWIRL																
invoke eVolcano1 EPIC_START_EXPLOSION						
invoke eVolcano1 EPIC_FLASH							
invoke eVolcano1 EPIC_STOP_EXPLOSION														
invoke eVolcano1 EPIC_START_LAVA_EXPLOSION					
invoke eVolcano1 EPIC_START_PLUME							
invoke eVolcano1 EPIC_STOP_PLUME							
invoke eVolcano1 EPIC_START_ASH								
invoke eVolcano1 EPIC_STOP_ASH																							
invoke eVolcano1 EPIC_START_BUBBLING_LAVA					
invoke eVolcano1 EPIC_STOP_BUBBLING_LAVA						
invoke eVolcano1 EPIC_SPAWN_ROCKS						
invoke eVolcano1 EPIC_SPAWN_SMALL_CRATER						
invoke eVolcano1 EPIC_START_ROCK_SHOWER						
invoke eVolcano1 EPIC_END_ROCK_SHOWER
wait 10 seconds
invoke eVolcano1 EPIC_START_FALLING
invoke eVolcano1 EPIC_STOP_LAVA

stop all scripts excluding "ShadowBeingTwo, SecondEffect, ShadowBeingThree, ThirdEffect"

run script ShadowBeingTwo

end script FirstEffect

begin script ShadowBeingTwo

////////////////////////////////////////////////////
oShadowbeing2Pos = marker at {1273.99,508.59,481.83}
////////////////////////////////////////////////////

oShadowbeing2 = 0
oBeam = 0
oExplosion = 0
oGlow = 0
oBluehaze = 0
start
oShadowbeing2 = create SCRIPT_OBJECT_TYPE_VILLAGER VILLAGER_INFO_MERRYMAN4 at {oShadowbeing2Pos}
SCRIPT_OBJECT_PROPERTY_TYPE_ANGLE of oShadowbeing2 = 180
disable anim events on oShadowbeing2
oBeam = create visual effect VISUAL_EFFECT_EPIC_VOLCANO_BEAM on oShadowbeing2 time 8.00						
oExplosion = create visual effect VISUAL_EFFECT_EPIC_DOOMSDAY_EXPLODE on oShadowbeing2 time 2.00
oGlow = create visual effect VISUAL_EFFECT_BEAUTY_GLOW on oShadowbeing2 time 1000.0
oBluehaze = create visual effect VISUAL_EFFECT_MIRACLE_CHARGE on oShadowbeing2 time 30.00

begin fullscreen cinema
set camera position to {oShadowbeing2}+{400.00,200.00,-200}
set fade in time 3
end cinema

wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of oShadowbeing2 <=0.01 run background script SecondEffect
wait until oShadowbeing2 not exists run script ShadowLegionDeath

end script ShadowBeingTwo

begin script SecondEffect
eVolcano2 = 0

/////////////////////////////////////////////////
eVolcano2coord = marker at {508.32,220.03,979.62}
/////////////////////////////////////////////////

start

wait 1 second

begin fullscreen cinema
set camera position to {eVolcano2coord}+{-500.00,250.00,100.00}
set fade in time 1
end cinema

eVolcano2 = create volcano at {508.32,220.03,979.62} player 0

begin dialogue
say "BW2T_SCRIPT_08FINAL_MONSTERMINE_280"
end dialogue 

invoke eVolcano2 EPIC_START_SHOCKWAVE																	
invoke eVolcano2 EPIC_START_RISING					
invoke eVolcano2 EPIC_START_LAVA																
invoke eVolcano2 EPIC_START_SWIRL																
invoke eVolcano2 EPIC_START_EXPLOSION						
invoke eVolcano2 EPIC_FLASH							
invoke eVolcano2 EPIC_STOP_EXPLOSION														
invoke eVolcano2 EPIC_START_LAVA_EXPLOSION					
invoke eVolcano2 EPIC_START_PLUME							
invoke eVolcano2 EPIC_STOP_PLUME							
invoke eVolcano2 EPIC_START_ASH								
invoke eVolcano2 EPIC_STOP_ASH																
invoke eVolcano2 EPIC_START_BUBBLING_LAVA					
invoke eVolcano2 EPIC_STOP_BUBBLING_LAVA						
invoke eVolcano2 EPIC_SPAWN_ROCKS						
invoke eVolcano2 EPIC_SPAWN_SMALL_CRATER						
invoke eVolcano2 EPIC_START_ROCK_SHOWER						
invoke eVolcano2 EPIC_END_ROCK_SHOWER
wait 10 seconds
invoke eVolcano2 EPIC_START_FALLING
invoke eVolcano2 EPIC_STOP_LAVA

stop all scripts excluding "ShadowBeingThree, ThirdEffect"

run script ShadowBeingThree

end script SecondEffect

begin script ShadowBeingThree

////////////////////////////////////////////////////
oShadowbeing3Pos = marker at {1273.99,508.59,481.83}
////////////////////////////////////////////////////

oShadowbeing3 = 0
oBeam = 0
oExplosion = 0
oGlow = 0
oBluehaze = 0
eVolcano3 = 0
start

// choose where you would like the third Shadow Being to stand by entering the co-ordinates.
oShadowbeing3 = create SCRIPT_OBJECT_TYPE_VILLAGER VILLAGER_INFO_MERRYMAN4 at {oShadowbeing3Pos}
SCRIPT_OBJECT_PROPERTY_TYPE_ANGLE of oShadowbeing3 = 180
disable anim events on oShadowbeing3	
oBeam = create visual effect VISUAL_EFFECT_EPIC_VOLCANO_BEAM on oShadowbeing3 time 8.00						
oExplosion = create visual effect VISUAL_EFFECT_EPIC_DOOMSDAY_EXPLODE on oShadowbeing3 time 2.00
oGlow = create visual effect VISUAL_EFFECT_BEAUTY_GLOW on oShadowbeing3 time 1000.0
oBluehaze = create visual effect VISUAL_EFFECT_MIRACLE_CHARGE on oShadowbeing3 time 30.00

begin fullscreen cinema
set camera position to {oShadowbeing3}+{400.00,200.00,-200}
set fade in time 3
end cinema

wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of oShadowbeing3 <=0.01 run background script ThirdEffect
wait until oShadowbeing3 not exists run script ShadowLegionDeath

end script ShadowBeingThree

begin script ThirdEffect
eVolcano3 = 0

//////////////////////////////////////////////////
eVolcano3coord = marker at {396.52,220.03,1124.68}
//////////////////////////////////////////////////

start

wait 1 second

begin fullscreen cinema
set camera position to {eVolcano3coord}+{-500,250.00,100.00}
set fade in time 1
end cinema

eVolcano3 = create volcano at {396.52,220.03,1124.68} player 0

begin dialogue
say "BW2T_SCRIPT_08FINAL_MONSTERMINE_310"
end dialogue 

invoke eVolcano3 EPIC_START_SHOCKWAVE																	
invoke eVolcano3 EPIC_START_RISING					
invoke eVolcano3 EPIC_START_LAVA																
invoke eVolcano3 EPIC_START_SWIRL																
invoke eVolcano3 EPIC_START_EXPLOSION						
invoke eVolcano3 EPIC_FLASH							
invoke eVolcano3 EPIC_STOP_EXPLOSION														
invoke eVolcano3 EPIC_START_LAVA_EXPLOSION					
invoke eVolcano3 EPIC_START_PLUME							
invoke eVolcano3 EPIC_STOP_PLUME							
invoke eVolcano3 EPIC_START_ASH								
invoke eVolcano3 EPIC_STOP_ASH																
invoke eVolcano3 EPIC_START_BUBBLING_LAVA					
invoke eVolcano3 EPIC_STOP_BUBBLING_LAVA						
invoke eVolcano3 EPIC_SPAWN_ROCKS						
invoke eVolcano3 EPIC_SPAWN_SMALL_CRATER						
invoke eVolcano3 EPIC_START_ROCK_SHOWER						
invoke eVolcano3 EPIC_END_ROCK_SHOWER
wait 45 seconds

invoke eVolcano3 EPIC_START_FALLING
invoke eVolcano3 EPIC_STOP_LAVA

stop all scripts excluding "ThirdEffect"

end script ThirdEffect

begin script ShadowLegionDeath
oDeathBeam = 0
oTown = 0
oAltar = 0
start

oTown = get town with id MyTownID
oAltar = get building ABODE_NUMBER_ALTAR in oTown min built 1.0
oDeathBeam = create visual effect VISUAL_EFFECT_EPIC_VOLCANO_BEAM on oAltar time 7.00

increment tribute by TributeAwarded						

begin dialogue
say "BW2T_SCRIPT_08FINAL_MONSTERMINE_300"
end dialogue

stop all scripts excluding "ShadowLegionDeath"

end script ShadowLegionDeath

2. This script also creates a man who was teleported away from his kingdom by an evil deity. In order to teleport him back to his home, you must click on the 5 statues around the land IN THE RIGHT ORDER. You must edit the co-ordinates of the man and the 5 statues to reflect your needs. Oh, the man is called Kalan, hence the name of the script :)
Code:
//_______________________________________________________________________________________
//_______________________________________________________________________________________
//
//                            SKELAPE'S TELEPORTER SCRIPT
//_______________________________________________________________________________________
//_______________________________________________________________________________________

run script Kalan

begin script Kalan

// OBJECT POSITIONING - ENTER THE CO-ORDINATES WHERE INDICATED.

KalanPosition = marker at {1085,170,495}
Statue1Position = marker at {220,47.97,2454}
Statue2Position = marker at {1919,33.09,454}
Statue3Position = marker at {1754,143.84,2304}
Statue4Position = marker at {1477,345.92,184}
Statue5Position = marker at {1510,76.81,1124}

// HOW MUCH TRIBUTE WILL BE GIVEN FOR COMPLETING THE CHALLENGE?
TributeAwardedForCompletion = 1000000

// IGNORE THE REST, UNLESS OFCOURSE YOU WISH TO EDIT THE ACTUAL BODY OF THE SCRIPT
Kalan = 0
Statue1 = 0
Statue2 = 0
Statue3 = 0
Statue4 = 0
Statue5 = 0
BlueForce = 0
RedGlow = 0
GoldenBeam = 0
Flame1 = 0
Flame2 = 0
Flame3 = 0
Flame4 = 0
Flame5 = 0
SilverScroll = 0
FinishingFlame = 0
start

SilverScroll = create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_SILVER name "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_20" remind "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_20" at {KalanPosition}
SCRIPT_OBJECT_PROPERTY_TYPE_YPOS of SilverScroll = 6.00
wait until SilverScroll right clicked or SilverScroll left clicked delete SilverScroll
Kalan = create SCRIPT_OBJECT_TYPE_VILLAGER VILLAGER_INFO_SIGVED at {KalanPosition}
SCRIPT_OBJECT_PROPERTY_TYPE_ANGLE of Kalan = 270
Statue1 = create SCRIPT_OBJECT_TYPE_EMBELLISHMENT EMBELLISHMENT_INFO_NORSE_STATUE at {Statue1Position}
Statue2 = create SCRIPT_OBJECT_TYPE_EMBELLISHMENT EMBELLISHMENT_INFO_NORSE_STATUE at {Statue2Position}
Statue3 = create SCRIPT_OBJECT_TYPE_EMBELLISHMENT EMBELLISHMENT_INFO_NORSE_STATUE at {Statue3Position}
Statue4 = create SCRIPT_OBJECT_TYPE_EMBELLISHMENT EMBELLISHMENT_INFO_NORSE_STATUE at {Statue4Position}
Statue5 = create SCRIPT_OBJECT_TYPE_EMBELLISHMENT EMBELLISHMENT_INFO_NORSE_STATUE at {Statue5Position}

begin fullscreen cinema
say "Please help me your Holiness! I was sent to this strange place by an evil deity. Please send me back to my kingdom by clicking on the 5 statues around the land in the right order. This will activate the ancient vortex beam!"
wait 3 seconds
move camera to face Statue1 distance 40 time 5 
wait 7 seconds
end cinema

wait until Statue1 right clicked or Statue1 left clicked delete Statue1
Flame1 = create visual effect VISUAL_EFFECT_SPREAD_FIRE_LARGE at {Statue1Position} time 2.00
wait until Statue2 right clicked or Statue2 left clicked delete Statue2
Flame2 = create visual effect VISUAL_EFFECT_SPREAD_FIRE_LARGE at {Statue2Position} time 2.00
wait until Statue3 right clicked or Statue3 left clicked delete Statue3
Flame3 = create visual effect VISUAL_EFFECT_SPREAD_FIRE_LARGE at {Statue3Position} time 2.00
wait until Statue4 right clicked or Statue4 left clicked delete Statue4
Flame4 = create visual effect VISUAL_EFFECT_SPREAD_FIRE_LARGE at {Statue4Position} time 2.00
wait until Statue5 right clicked or Statue5 left clicked delete Statue5
Flame5 = create visual effect VISUAL_EFFECT_SPREAD_FIRE_LARGE at {Statue5Position} time 2.00

wait until Statue1 not exists and Statue2 not exists and Statue3 not exists and Statue4 not exists and Statue5 not exists begin fullscreen cinema
wait 1 second
move camera position to {KalanPosition}+{-4,5,-15} time 4
wait 6 seconds

BlueForce = create visual effect VISUAL_EFFECT_MIRACLE_CHARGE at {KalanPosition} time 12.00
wait 2 seconds
RedGlow = create visual effect VISUAL_EFFECT_BEAUTY_GLOW at {KalanPosition} time 4.00
wait 2 seconds
GoldenBeam = create visual effect VISUAL_EFFECT_EPIC_VOLCANO_BEAM at {KalanPosition} time 2.00
FinishingFlame = create visual effect VISUAL_EFFECT_SPREAD_FIRE_MEDIUM at {KalanPosition} time 4.00
wait 2 seconds
end cinema
delete Kalan
wait 3 seconds
increment tribute by TributeAwardedForCompletion

end script Kalan

3. Probably my best yet. Creates a creature (90% height) that must battle 5 other opponent creatures that get harder and harder. If the creature that you are assigned beats the 5 competitors, tribute is awarded. After each victory, your creature is healed twice (so generally 50% heal) and another harder creature appears. If you lose, the scroll reappears and you can start again.
Code:
//_______________________________________________________________________________________
//_______________________________________________________________________________________
//
//                            SKELAPE'S CREATURE COLISEUM
//_______________________________________________________________________________________
//_______________________________________________________________________________________


run script CreatureChampion

begin script CreatureChampion

// Amount of tribute awarded for beating the 5 opponents.
global TributeAmount = 500000

// Position of your fighting creature
MyCreaturePosition = marker at {520.26,58.28,2217.40}

// Position of the opponent fighting creature
CompetitorPosition = marker at {524.62,58.28,2242.00}

// Position of the silver scroll to start the challenge
ScrollPosition = marker at {524.12,58.28,2229.70}

SilverScroll = 0
AntiInfluence = 0
MyCreature = 0
Challenger1 = 0
Challenger2 = 0
Challenger3 = 0
Challenger4 = 0
Challenger5 = 0
Heal1 = 0
SecondHeal1 = 0
Heal2 = 0
SecondHeal2 = 0
Heal3 = 0
SecondHeal3 = 0
Heal4 = 0
SecondHeal4 = 0
Heal5 = 0
SecondHeal5 = 0
MyCreatureAppearVisual = 0
MyCreatureDiedVisual = 0
MyCreatureWinsVisual = 0
Challenger1AppearVisual = 0
Challenger1DiedVisual = 0
Challenger2AppearVisual = 0
Challenger2DiedVisual = 0
Challenger3AppearVisual = 0
Challenger3DiedVisual = 0
Challenger4AppearVisual = 0
Challenger4DiedVisual = 0
Challenger5AppearVisual = 0
Challenger5DiedVisual = 0
start

SilverScroll = create highlight SCRIPT_HIGHLIGHT_INFO_SCRIPT_SILVER name "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_20" remind "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_20" at {ScrollPosition}
SCRIPT_OBJECT_PROPERTY_TYPE_YPOS of SilverScroll = 6.00
wait until SilverScroll right clicked or SilverScroll left clicked delete SilverScroll
                 
MyCreature = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_WOLF at {MyCreaturePosition} using only alignment good neutral evil
set player 0 creature to MyCreature
set creature MyCreature happiness to maximum
set creature MyCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.9 time -1
set creature MyCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 0.7 time -1
set creature MyCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.3 time -1
set creature MyCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT 0 time -1
MyCreatureAppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {MyCreature} time 3
SCRIPT_OBJECT_PROPERTY_TYPE_ANGLE of MyCreature = 180

Challenger1 = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_COW at {CompetitorPosition} using only alignment good neutral evil
set creature Challenger1 happiness to maximum
set creature Challenger1 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.8 time -1
set creature Challenger1 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 0.1 time -1
set creature Challenger1 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.9 time -1
set creature Challenger1 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT 1.0 time -1
Challenger1AppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {Challenger1} time 3
force MyCreature CREATURE_FIGHT Challenger1
set MyCreature priority 1
wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of Challenger1 <0.01 or SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
if SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
  MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
   Challenger1DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger1} time 4
     wait 3 seconds
        delete MyCreature
           delete Challenger1
             wait 3 seconds
               run script CreatureChampion
else
    wait 2 seconds
      Challenger1DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger1} time 4
        wait 2 seconds
         delete Challenger1         
           wait 4 seconds
             Heal1 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
                wait 3 seconds
                  SecondHeal1 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
                    wait 3 seconds
                   
Challenger2 = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_APE at {CompetitorPosition} using only alignment good neutral evil
set creature Challenger2 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.8 time -1
set creature Challenger2 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 0.3 time -1
set creature Challenger2 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.7 time -1
set creature Challenger2 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT 0.5 time -1
Challenger2AppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {Challenger2} time 3
force MyCreature CREATURE_FIGHT Challenger2
set MyCreature priority 1
wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of Challenger2 <0.01 or SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
if SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
     MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
       Challenger2DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger2} time 4
        wait 3 seconds
          delete MyCreature
            delete Challenger2
             wait 3 seconds
               run script CreatureChampion
else 
   wait 2 seconds
    Challenger2DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger2} time 4
     wait 2 seconds
      delete Challenger2
         wait 4 seconds        
           Heal2 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
              wait 3 seconds
               SecondHeal2 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}                  

Challenger3 = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_LION at {CompetitorPosition} using only alignment good neutral evil
set creature Challenger3 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.8 time -1
set creature Challenger3 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 0.8 time -1
set creature Challenger3 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.5 time -1
set creature Challenger3 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT 0 time -1
Challenger3AppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {Challenger3} time 3
force MyCreature CREATURE_FIGHT Challenger3
set MyCreature priority 1
wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of Challenger3 <0.01 or SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
if SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
    MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
      Challenger3DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger3} time 4
        wait 3 seconds
          delete MyCreature
             delete Challenger3
               wait 3 seconds
                 run script CreatureChampion
else
   wait 2 seconds
     Challenger3DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger3} time 4
      wait 2 seconds
       delete Challenger3  
         wait 4 seconds       
           Heal3 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
              wait 3 seconds
               SecondHeal3 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
                  
Challenger4  = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_TIGER at {CompetitorPosition} using only alignment good neutral evil
set creature Challenger4 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.9 time -1
set creature Challenger4 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 0.7 time -1
set creature Challenger4 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.3 time -1
set creature Challenger4 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT -0.5 time -1
Challenger4AppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {Challenger4} time 3
force MyCreature CREATURE_FIGHT Challenger4
set MyCreature priority 1
wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of Challenger4 <0.01 or SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
if SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
 MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
      Challenger4DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger4} time 4
        wait 3 seconds
          delete MyCreature
            delete Challenger4
              wait 3 seconds
                run script CreatureChampion
else
   wait 2 seconds
     Challenger4DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger4} time 4
      wait 2 seconds
       delete Challenger4  
         wait 4 seconds       
           Heal4 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
              wait 3 seconds
                SecondHeal4 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
                   
Challenger5 = create SCRIPT_OBJECT_TYPE_CREATURE CREATURE_TYPE_WOLF at {CompetitorPosition} using only alignment good neutral evil
set creature Challenger5 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE 0.9 time -1
set creature Challenger5 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH 1.0 time -1
set creature Challenger5 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS 0.2 time -1
set creature Challenger5 CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT -1.0 time -1
Challenger5AppearVisual = create visual effect VISUAL_MIRACLE_FIRE_CRACKED at {Challenger5} time 3
force MyCreature CREATURE_FIGHT Challenger5
set MyCreature priority 1
wait until SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of Challenger5 <0.01 or SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
if SCRIPT_OBJECT_PROPERTY_TYPE_HEALTH of MyCreature <0.01
    MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
      Challenger5DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger5} time 4
        wait 3 seconds
          delete MyCreature
             delete Challenger5
               wait 3 seconds
                 run script CreatureChampion
else 
   wait 2 seconds
    Challenger5DiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {Challenger5} time 4
      wait 2 seconds
       delete Challenger5 
         wait 4 seconds        
           Heal5 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
              wait 3 seconds
               SecondHeal5 = make player 0 throw miracle MIRACLE_TYPE_HEAL from {MyCreature} heading {MyCreature}
                  wait 3 seconds
                    MyCreatureWinsVisual = create visual effect VISUAL_EFFECT_FIREWORK_1 at {MyCreature} time 8
                        MyCreatureDiedVisual = create visual effect VISUAL_EFFECT_MULTI_PICKUP_HAND at {MyCreature} time 4
                           wait 2 seconds
                             delete MyCreature
                                wait 8 seconds
                                   increment tribute by TributeAmount
end if
end if
end if
end if
end if
                       
end script CreatureChampion

A map featuring the last 2 scripts should be added soon. Please note, these scripts should all be pretty easy to use. All co-ordinates are highlighted, and globals have been used, etc. Im sure you will enjoy the last script the most  :upside

Any problems or comments about these, just reply :)

Thanks, SkelApe
 
Nice, looks like you put quite some effort into them. :)

Do you mind if I add them to the Script Library?
 
No, not at all; id be more than happy  :)  However, i might need to occasionally edit some...
 
I've got them added. Let me know when you do make changes so I can update them.
 
Thanks Kays
Never thought my scripts would be part of the library *rejoices*.
 
I'd rather not start an etirely new topic, so i thought id post it here. I have been progressing in scripting as you lot know, but after the last 3 all my ideas for new scripts have been exhausted. I want to make more, but dont know what to base them upon. Can anyone suggest any ideas for new challenges that they would like?
 
This is a REALLY stupid idea, but have your ever played the game where there's a bunch of blocks and a ball and a paddle? If not the point is to break all of the blocks with the ball, but you have to use the paddle to keep the ball off the ground. I thought maybe you could somehow make a script for something like that. You use houses for blocks :devil and rocks for the ball. Good idea or bad?  :upside
 
You could make a script where have to escort someone with your creature, or something similar. Idk
 
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