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@Blecki
Created January 19, 2014 21:13
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perform temporary_state state
let actor.State = state
wait 10
let actor.State = "idle"
before follow_path
let actor.State = "run"
perform follow_path path
foreach step in [path.QuantizePath 0.25]
move actor step
wait 1
after follow_path
let actor.State = "idle"
abort follow_path
let actor.State = "slash"
do startup #Run once when the scenario is loaded.
resize_world 10 10 1
foreach x from 0 to 9
foreach y from 0 to 9
set_tile x y 0 "grass"
do join #Actions are triggered by clients and run on the next turn
spawn [world.AllocateActorID] client "player" [vector 0.5 0.5 0] #Spawn the player character
command client "set_camera [vector 5 -1 5]; look_at [vector 5 2 0]"
do walk target
start_activity actor "follow_path" [find_path actor target]
do knight_slash
start_activity actor "temporary_state" "slash"
do knight_magic
start_activity actor "temporary_state" "magic"
do knight_defeat
start_activity actor "temporary_state" "defeat"
do knight_victory
start_activity actor "temporary_state" "victory"
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