does anybody have the ice bow script

Does anyone have the original ice bow script, if they could attach it it would be nice, or attach any other variations of bows you may have, im working on a class system for my game, and i need some bows for my archers.

Thanks in Advance

hmm… I used to have it. checks

EDIT: Lost is a sea of folders.

It used putnpc’s… and they used playertouchsme(meaning if you fired it at a still player, it did nothing, they had to RUN into it)… Don’t bother, be better scripting it from scratch.

i just want it for old times sake lol

Merged doublepost_______________

Well i tried making it only one problem..

[code]if (playertouchsme) {toweapons Ice Arrow; hide;
}
// NPC made by Kendiggity
if (playertouchsme) {playermp+=25;toweapons icearrow;}
if (weaponfired && playermp>2 && this.step<=0) {
hideimg 1;
hidesword 0.3;
this.steplen = 1.5;
playermp-=3;

timeout = 0.05;
this.step = 0;
this.oldx = playerx;
this.oldy = playery;
}
if (timeout) {
this.step++;
timeout = 0.05;
if (this.step<6) {
if (playerdir==0 || playerdir==2) playersprite = 13;
else playersprite = 33;
if (playerdir==0) setani shoot,wicebow1.gif;
if (playerdir==1) setani shoot,wicebow1.gif;
if (playerdir==2) setani shoot,wicebow1.gif;
if (playerdir==3) setani shoot,wicebow1.gif;

} else if (this.step==6) {
playersprite = 0;
this.mx = 0;
this.my = 0;
if (playerx>this.oldx) this.mx++;
if (playerx<this.oldx) this.mx–;
if (playery>this.oldy) this.my++;
if (playery<this.oldy) this.my–;
if (this.mx!=0 && this.my!=0) {
this.mx*=0.714;
this.my*=0.714;
}
if (this.mx==0 && this.my==0) {
if (playerdir==0) this.my–;
if (playerdir==1) this.mx–;
if (playerdir==2) this.my++;
if (playerdir==3) this.mx++;
}
this.flyx = playerx+0.5;
this.flyy = playery+1;
if (playerdir==0) this.flyx–;
if (playerdir==2) this.flyx++;
if (playerdarts<2) playerdarts=0;

} else {
this.oldx = this.flyx;
this.oldy = this.flyy;
this.flyx += this.mxthis.steplen;
this.flyy += this.my
this.steplen;
showimg 1,wicearrl.gif,this.flyx,this.flyy;
if (onwall(this.flyx+0.3,this.flyy+0.3)) {
putleaps 4,this.oldx-0.7,this.oldy-0.7;
hideimg 1;
this.step = 0;

  hideimg 1;
  this.step = 0;
  putnpc wiceblock.gif,iceblock.txt,this.oldx,this.oldy;
  timeout = 0;
} else
  this.testhurt = 1;

}
}
if (playerenters) {
hideimg 1;
this.step = 0;
timeout = 0;
show;
}
if (this.testhurt == 1) {
for (i=0; i<compuscount; i++) {
if (abs(this.flyx-compus[i].x)<=1 &&
abs(this.flyy-(compus[i].y-0.5))<=1.5 &&
compus[i].mode!=3)
hitcompu i,10,this.flyx+0.5,this.flyy+0.5;
}
for (i=1; i<playerscount; i++) {
if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&
abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)
hitplayer i,10,this.flyx+0.5,this.flyy+0.5;
}
this.testhurt = 0;
}[/code]

at this line

} else { this.oldx = this.flyx; this.oldy = this.flyy; this.flyx += this.mx*this.steplen; this.flyy += this.my*this.steplen; showimg 1,wicearrl.gif,this.flyx,this.flyy; if (onwall(this.flyx+0.3,this.flyy+0.3)) { putleaps 4,this.oldx-0.7,this.oldy-0.7; hideimg 1; this.step = 0;

i cant figure out how to make it change what img shows for what player direction..

This is a working one. Well, it will work against baddies and custom NPC characters. The original one, seemed to have only had function focused against the player, it did not hurt baddies or NPCs. I modified it to hurt baddies/NPCs (if you’re playing an offline game).
In-Game Weapons Script

//Frost Bow Created by Kevin
if (playertouchsme) {
  toweapons Frost Bow;
  hidelocal;
}

if (weaponfired&&playerdarts>5&&magicendowed&&magicendowed&&playermp>10&&playerdir=0) {
  playermp -= 10;
  freezeplayer 0.6;
  setbow wicebow1.gif;
  playersprite = 33;
  playerdarts -= 5;
  sleep .5;
  set iceboltactive;
  while (iceboltactive) {
    showimg 0, wicearru.gif, x, y-1;
    sleep 0.05;
    y -= 1.25;
    // BADDIE HIT CHECK
    for (i=0; i<compuscount; i++) {
      if (abs(compus[i].x - x) < 1 && abs(compus[i].y - (y-1)) < 1) {
        // spawn the iceblock image
        putnpc wiceblock.gif,iceblock.txt,compus[i].x,compus[i].y;
        unset iceboltactive;
        hideimg 0;
        hitcompu i,2,0,0;
        break;
      }
    }
    //NPC HIT CHECK
    for (i=0; i<npcscount; i++) {
      if (abs(npcs[i].x - x) < 1 &&abs(npcs[i].y - (y-1)) < 1) {
        // spawn the iceblock image
        putnpc wiceblock.gif,iceblock.txt, npcs[i].x, npcs[i].y;
        unset iceboltactive;
        hideimg 0;
        npcs[i].hearts -= 2;
        break;
      }
    }
    if (!iceboltactive) break;
    if (y < 2) {
      unset iceboltactive; hideimg 0;
    }
  }
}

// ----------------------------------------------------
// FIRE LEFT
// ----------------------------------------------------
if (weaponfired&&playerdarts>5&&magicendowed&&magicendowed&&playermp>10&&playerdir == 1) {
  playermp -= 10;
  freezeplayer 0.6;
  setbow wicebow1.gif;
  playersprite = 33;
  playerdarts -= 5;
  sleep .5;
  set iceboltactive;
  while (iceboltactive) {
    showimg 0, wicearrl.gif, x-1, y;
    sleep 0.05;
    x -= 1.25;
    // BADDIE HIT CHECK
    for (i=0; i<compuscount; i++) {
      if (abs(compus[i].x - (x-1)) < 1 &&abs(compus[i].y - y) < 1) {
        putnpc wiceblock.gif,iceblock.txt, compus[i].x, compus[i].y;
        unset iceboltactive;
        hideimg 0;
        hitcompu i,2,0,0;
        break;
      }
    }
    // NPC HIT CHECK
    for (i=0; i<npcscount; i++) {
      if (abs(npcs[i].x - x) < 1 &&
        abs(npcs[i].y - (y-1)) < 1) {
        // spawn the iceblock image
        putnpc wiceblock.gif,iceblock.txt, npcs[i].x, npcs[i].y;
        unset iceboltactive;
        hideimg 0;
        npcs[i].hearts -= 2;
        break;
      }
    }
    if (!iceboltactive) break;
    if (x < 2) { unset iceboltactive; hideimg 0; }
  }
}

// ----------------------------------------------------
// FIRE DOWN
// ----------------------------------------------------
if (weaponfired&&playerdarts>5&&magicendowed&&magicendowed&&playermp>10&&playerdir == 2) {
  playermp -= 10;
  freezeplayer 0.6;
  setbow wicebow1.gif;
  playersprite = 33;
  playerdarts -= 5;
  sleep .5;
  set iceboltactive;
  while (iceboltactive) {
    showimg 0, wicearrd.gif, x, y+1;
    sleep 0.05;
    y += 1.25;
    // BADDIE HIT CHECK
    for (i=0; i<compuscount; i++) {
      if (abs(compus[i].x - x) < 1 &&
        abs(compus[i].y - (y+1)) < 1) {
        putnpc wiceblock.gif,iceblock.txt, compus[i].x, compus[i].y;
        unset iceboltactive;
        hideimg 0;
        hitcompu i,2,,;
        break;
      }
    }
    //NPC HIT CHECK
    for (i=0; i<npcscount; i++) {
      if (abs(npcs[i].x - x) < 1 &&
        abs(npcs[i].y - (y-1)) < 1) {
        // spawn the iceblock image
        putnpc wiceblock.gif,iceblock.txt, npcs[i].x, npcs[i].y;
        unset iceboltactive;
        hideimg 0;
        npcs[i].hearts -= 2;
        break;
      }
    }
    if (!iceboltactive) break;
    if (y > 62) { unset iceboltactive; hideimg 0; }
  }
}

// ----------------------------------------------------
// FIRE RIGHT
// ----------------------------------------------------
if (weaponfired&&playerdarts>5&&magicendowed&&magicendowed&&playermp>10&&playerdir == 3) {
  playermp -= 10;
  freezeplayer 0.6;
  setbow wicebow1.gif;
  playersprite = 33;
  playerdarts -= 5;
  sleep .5;
  set iceboltactive;
  while (iceboltactive) {
    showimg 0, wicearrr.gif, x+1, y;
    sleep 0.05;
    x += 1.25;

    // BADDIE HIT CHECK
    for (i=0; i<compuscount; i++) {
      if (abs(compus[i].x - (x+1)) < 1 &&
        abs(compus[i].y - y) < 1) {
        putnpc wiceblock.gif,iceblock.txt, compus[i].x, compus[i].y;
        unset iceboltactive;
        hideimg 0;
        hitcompu i,2,,;
        break;
      }
    }
    //NPC HIT CHECK
    for (i=0; i<npcscount; i++) {
      if (abs(npcs[i].x - x) < 1 &&
        abs(npcs[i].y - (y-1)) < 1) {
        // spawn the iceblock image
        putnpc wiceblock.gif,iceblock.txt, npcs[i].x, npcs[i].y;
        unset iceboltactive;
        hideimg 0;
        npcs[i].hearts -= 2;
        break;
      }
    }
    if (!iceboltactive) break;
    if (x > 62) { unset iceboltactive; hideimg 0; }
  }
}

iceblock.txt Script File

if (created) { sleep 3; destroy; }

I…just noticed, there is a double-up on the magicendowed flag…-_-; minor error, but the script still functions, and can always just take out the second one.