/* +tests testrand function +demonstrates use of labels to avoid duplication of code +should rotate to face in same direction as any bDirectional destinations +shows how to react to taking damage without actually allowing damage to occur +if player bumps NPC -- it will attack */ //ddb (deaf, dumb, blind) please inert 1 eventdisable takedamage onevent bump gotolabel toratora //directionalpatrol 1 :waitfortakedamageatpn18 gotoactor pathnode18 animloop IdleWait eventwait takedamage // randomly go to one of 3 pathnodes (1/3 chance each) testrandom 0.3 gotolabel choice1 testrandom 0.5 gotolabel choice2 gotolabel choice3 :choice1 gotoactor pathnode10 gotolabel waittakedamageatchoice :choice2 gotoactor pathnode11 gotolabel waittakedamageatchoice :choice3 gotoactor pathnode12 gotolabel waittakedamageatchoice :waittakedamageatchoice eventwait takedamage gotolabel waitfortakedamageatpn18 :toratora inert 0 stop