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 Interactive Buddy Scripts

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DoubleRhape:)
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Registration date: 2008-10-10

PostSubject: Re: Interactive Buddy Scripts   Mon Oct 20, 2008 3:00 pm

Thanks alot for this.
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PostSubject: Interactive Buddy Scripts   Sat Oct 18, 2008 8:20 pm

Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios
Credits to XGenStudios

1:
chainHim-
this script prevents the buddy from moving a certain distance away from
where he was when the script was activated. Make sure you click 'run
once', or you might get a slow down.

Code:

x=150; length of 'chains';
~~~~~~~~~~;
resetForces();
addConstraint("body", getX("body"), getY("body"), x));
addConstraint("lArm", getX("lArm"), getY("lArm"), x));
addConstraint("rArm", getX("rArm"), getY("rArm"), x));
addConstraint("lLeg", getX("lLeg"), getY("lLeg"), x));
addConstraint("rLeg", getX("rLeg"), getY("rLeg"), x));
addConstraint("head", getX("head"), getY("head"), x));

2:
releasHim-
simply undoes chainHim oe electricChair, run only once

Code:

nothing to edit
~~~~~~~~~~;
resetForces();

3:
baseBallLopper-
gently tosses baseballs to him

Code:

delay=50; amount of time between tosses;
xv=150; horizontal speed of baseballs;
yv=35; vertical speed of baseballs;
~~~~~~~~~~;
i=i+1;
if(i%delay==0, destroy(z));
if(i%delay==0, assign(z, create("baseball", 0, 350, xv, yv*-1)));

4:
areYouHappy-
the buddy periodically says how happy he is from -100 to 100

Code:

delay=50;length of time between comments;
~~~~~~~~~~~~~~;
i=i+1;
if(equal(i%delay, 0), say("My happiness is
" + getEmotion(),100));

5:
noGrav-
decreases or increases gravity

Code:

verticalGrav=0; high number means high gravity
~~~~~~~~~~;
addBuddyVel(0, verticalGrav-1);

6:
flyWhenHappy-
makes the buddy lighter when he is happy, and heavier when he's sad

Code:

sensitivity=25; higher numbers make it more powerful
delay=50; amount of time between updates
~~~~~~~~~~~~;
i=i+1;
if(equal(i%delay, 0), say("My happiness is
" + getEmotion(),100));
addBuddyVel(0, 0-getEmotion()/sensitivity);

7:
posessedBuddy-
You have to see this one for yourself. There's no describing it.

Code:

insanity=100; the name says it all;
delay=25; speed of thrashing, low # means faster;
~~~~~~~~~~~~~~~~~~;
i=i+1;
say("DIE MORTALS! HAHAHAHAHAH!", 100);
if(equal(i%delay, 0), addBuddyVel(randomBet(-1*insanity, insanity), randomBet(-1*insanity, insanity)));

8:
cannon-
fires bowling balls at the buddy using explosions

Code:

strength=.5; size of explosion propelling the bowling ball
~~~~~~~~~~~~~~;
assign(yChange, (getYMouse()-getBuddyY())/20);
assign(xChange, (getXMouse()-getBuddyX())/20);
if(getMouseDown(), create("bowlball", getXMouse(), getYMouse(), 0, 0));
if(getMouseDown(), explode(getXMouse()+xChange, getYMouse()+yChange, strength));

9:
blastOff-
makes the buddy, well, blast off. He gets shocked to wake him up on his
way down, and water is used to put him out. make sure this is run every
frame.

Code:

dont change this. all the numbers are finely tuned to work well
~~~~~~~~~;
if(firstRun(), create("fireball", getBuddyX(), getBuddyY(), 0, 0));
if(firstRun(), explode(getBuddyX(), 400, 1));
if(below(getBuddyY(), 200) && above(getBuddyY(), 0), water(getBuddyX(), 0, 0, 0, 100, .01, 4, 4, false));
if(below(getBuddyY(), 5) && above(getBuddyY(), 0), shock(getBuddyX(), getBuddyY());

10:
fireBomb-
hold down the mouse to make a BIG fireball. This will probably slow down your computer a bit.

Code:

nothing to change here either
~~~~~~~~~~~~~~~~;
if(getMouseDown(), create("molotov", getXMouse(), getYMouse(), 0, 0));

11:
hydroCannon-
its the cannon script, but in water form

Code:

strength=50; water's pushing power;
spread=10;rate that water expands at;
size=10;size of stream;
~~~~~~~~~~~~~~~~~~;
if(getMouseDown(), water(getXMouse(), getYMouse(), (getXMouse()-getBuddyX())/-15, (getYMouse()-getBuddyY())/-15-10, strength, spread, size, false));

12:
igniteAndDrench-
switches between setting the buddy on fire, and putting him out.

Code:

delay=30;amount of time between soaking and kindling
~~~~~~~~~~~~~~~~~~~~~~~;
r=r+1;
if(t%4==0, water(0, 0, getBuddyX()/20+8, getBuddyY()/20, 100, 0, 10, 1, false));
if(t%4==2, create("fireball", getBuddyX(), getBuddyY(), 0, 0));
if(t%4==2, assign(t, t+1));
if(r%delay==0, assign(t, t+1));

13:
rainyDay-
makes it rain. The rain doesnt really do much, making enough of it put
out fires or anything made it not look like rain. Still pretty neat
though.

Code:

strength=10; water's pushing power;
spread=.3;rate that drops expand at;
size=3;size of drops;
~~~~~~~~~~~~~~~~~~;
water(round(randomBet(10, 540)), 10, 0, 60, strength, spread, size, false);
water(round(randomBet(10, 540)), 10, 0, 60, strength, spread, size, false);
water(round(randomBet(10, 540)), 10, 0, 60, strength, spread, size, false);
water(round(randomBet(10, 540)), 10, 0, 60, strength, spread, size, false);
water(round(randomBet(10, 540)), 10, 0, 60, strength, spread, size, false);

14:
electricChair-
VERY fun script. Makes a chair out of bowling balls, sticks the buddy
in it, and electrocutes him. Over and over and over. And over. You can
undo it with releaseHim.

Code:

dont edit me
~~~~~~~~~~~~~~~~~~~~~~~~~;
if(firstRun(), resetForces());
if(firstRun(), setBuddyPos(287, 100));
if(firstRun(), assign(a, create("bowlball", 275, 375, 0, 0)));
if(firstRun(), assign(b, create("bowlball", 275, 360, 0, 0)));
if(firstRun(), assign(c, create("bowlball", 330, 375, 0, 0)));
if(firstRun(), assign(d, create("bowlball", 330, 360, 0, 0)));
if(firstRun(), assign(e, create("bowlball", 330, 345, 0, 0)));
if(firstRun(), assign(f, create("bowlball", 275, 345, 0, 0)));
if(firstRun(), addConstraint(a, getX(a), getY(a), 0));
if(firstRun(), addConstraint(b, getX(b), getY(b), 0));
if(firstRun(), addConstraint(c, getX(c), getY(c), 0));
if(firstRun(), addConstraint(d, getX(d), getY(d), 0));
if(firstRun(), addConstraint(e, getX(e), getY(e), 0));
if(firstRun(), addConstraint(f, getX(f), getY(f), 0));
if(firstRun(), setBuddyPos(287, 360));
if(firstRun(), addConstraint("lArm", 275, 355, 0));
if(firstRun(), addConstraint("rArm", 330, 355, 0));
if(firstRun(), addConstraint("body", 300, 360, 0));
shock(getBuddyX()+randomBet(-20, 20), getBuddyY()+randomBet(-20, 20));

15:
ghostBall-
What do you get when you take a deceased spirit and stick it in a
floating bowling ball? This thing. It floats around the screen
randomly. It sinks to the bottom over time due to gravity. I tried to
compensate, but it still slightly favors the bottom of the screen.

Code:

if(firstRun(), assign(spirit, create("bowlball", 100, 100, 0, 0)));
resetForces();
addSpring(spirit, getX(spirit)+randomBet(-10,10), getY(spirit)+randomBet(-11.63,5), 0.3);

16:
sadistGhostBall
What do you get when you take the spirit of a deceased sadist and stick
it in a bowling ball? An evil little bugger that seems to hate your
buddy as much as it used to hate bowling pins.

Code:

if(firstRun(), assign(spirit, create("bowlball", 200, 100, 0, 0)));
resetForces();
addSpring(spirit, getX(spirit)+randomBet(-15,15)+(getX(spirit)-getX("head"))/-100, getY(spirit)+randomBet(-17.85,15)+(getY(spirit)-getY("head"))/-100, 0.5);

17:
meteors
bowling balls fall from the sky, and explode in blasts of fiery doom
when they hit the ground. Very cool, especially if you turn on the
realistic pyrotechnics mode. I dont reccommend editing this script.

Code:

t=t+1;
if(t%80==0, assign(a, create("bowlball", randomBet(1, 549), 100, 0, 800));
xPos=getX(a);
yPos=getY(a);
fire(xPos, yPos-10, 0, 0, 10, 1);
if(yPos>300, destroy(a));
if(yPos>350, explode(xPos, yPos, 1));
if(yPos>350, create("molotov", xPos, yPos, 0, 0));

18:
launchingFountain
This is a powerful stream of water. If you place things in the middle
of it, they will usually get pushed off screen or stuck at the top.
Sometimes you'll need a friendly explosive to break this cycle and
bring the buddy back down.

Code:

water(275, 399, 0, -30, 200, .5, 2, 5, false);

19:
standTall
This is pretty simple, but also very amusing. When the buddy is awake
and standing, run this every frame. it will become impossible (as far
as I know) to do anything that will make him not land on his feet. Its
kinda like a cat-buddy mutant. Creepy.

Code:

setBuddyRot(0);

20:
lowInertia
Another simple little one. The buddy's inertia is a little low. He gets
moved by bullets, impacts, explosions, etc way less than normal, as
well as not being able to be tipped over. Kinda fun to see if you can
knock him off his feet.

Code:

setBuddyVel(0,0);
setBuddyRot(0);

21:
RPGs
This was something I felt like doing for a while but just now got
around to. Flings a grenade across the screen. The grenade detonates if
it comes within a certain distance of the buddy.

Credits to XGenStudios


Code:


i=i+1;
if(i%250==0, assign(z, create("grenade", 0, 350, 2000, 10*-1)));
if(abs(getX(z)-getBuddyX())<50&&abs(getY(z)-getBuddyY())<50, explode(getX(z), getY(z), 1));
if(abs(getX(z)-getBuddyX())<50&&abs(getY(z)-getBuddyY())<50, destroy(z));

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Interactive Buddy Scripts

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