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Update runner_functions.js
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+17
-11
@@ -270,17 +270,18 @@ function get_nearest_monster(args)
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function get_nearest_hostile(args) // mainly as an example [08/02/17]
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{
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//args: no args yet
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var min_d=999999,target=null;
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if(!args) args={};
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if(args.friendship===undefined) args.friendship=true;
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for(id in parent.entities)
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{
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var current=parent.entities[id];
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if(current.type!="character" || current.rip || current.invincible) continue;
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if(current.party && character.party==current.party) continue;
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if(in_arr(current.owner,parent.friends)) continue;
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if(args.friendship && in_arr(current.owner,parent.friends)) continue;
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if(args.exclude && in_arr(current.name,args.exclude)) continue; // get_nearest_hostile({exclude:["Wizard"]}); Thanks
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var c_dist=parent.distance(character,current);
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if(c_dist<min_d) min_d=c_dist,target=current;
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}
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@@ -371,6 +372,11 @@ function on_cm(name,data)
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game_log("Received a code message from: "+name);
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}
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function on_disappear(entity,data)
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{
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// game_log("disappear: "+entity.id+" "+JSON.stringify(data));
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}
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function on_combined_damage() // When multiple characters stay in the same spot, they receive combined damage, this function gets called whenever a monster deals combined damage
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{
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// move(character.real_x+5,character.real_y);
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@@ -461,19 +467,19 @@ function load_code(name,onerror) // onerror can be a function that will be execu
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document.getElementsByTagName("head")[0].appendChild(library);
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}
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function smart_move(map,x,y,on_done) // despite the name, smart_move isn't very smart or efficient, it's up to the players to implement a better movement method [05/02/17]
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function smart_move(destination,on_done) // despite the name, smart_move isn't very smart or efficient, it's up to the players to implement a better movement method [05/02/17]
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{
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if(is_object(map))
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if("x" in destination)
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{
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var t=map;
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on_done=x;
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x=t.x; y=t.y;
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}
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if(is_string(x))
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}
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else if("to" in destination)
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{
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on_done=y;
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// #TODO: Implement
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}
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else if("spawn" in destination)
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{
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}
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}
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