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--------------------------------------------------------------------------------
-- Slenderman by ZJ
--------------------------------------------------------------------------------
-- Setup Tables
if zj==nil then zj={} end
zj.slenderman={}
zj.slenderman.gfx={}
-- Load & Prepare Ressources
zj.slenderman.gfx[0]=loadgfx("MyCCelf/slenderman0.png")
setmidhandle(zj.slenderman.gfx[0])
zj.slenderman.gfx[1]=loadgfx("MyCCelf/slenderman1.png")
setmidhandle(zj.slenderman.gfx[1])
zj.slenderman.gfx[2]=loadgfx("MyCCelf/slenderman2.png")
setmidhandle(zj.slenderman.gfx[2])
zj.slenderman.gfx[3]=loadgfx("MyCCelf/slenderman3.png")
setmidhandle(zj.slenderman.gfx[3])
--------------------------------------------------------------------------------
-- Object: Slenderman
--------------------------------------------------------------------------------
zj.slenderman.id=addobject("zj.slenderman",zj.slenderman.gfx[0])			-- Add Object
function zj.slenderman.setup(id,parameter)
	if objects==nil then objects={} end
	objects[id]={}
	objects[id].sy=0
	objects[id].frame=0
	objects[id].frametimer=10
	objects[id].move=1
	objects[id].ptmr={}
	local ptbl=playertable(0,0)
	for p=1,#ptbl do
		objects[id].ptmr[ptbl[p]]=100
	end
end
function zj.slenderman.draw(id,x,y)
	-- Setup draw mode
	setblend(blend_alpha)
	setalpha(1)
	setcolor(255,255,255)
	setrotation(0)
	if getplayerx(playercurrent())>=x then
		setscale(1,1.1)
	elseif getplayerhealth(playercurrent())>0 then
		setscale(-1,1.1)
	else
		setscale(1,1.1)
	end
	if math.abs(objects[id].sy)>1.5 then
		drawimage(zj.slenderman.gfx[3],x,y-3)
	elseif (collision(colplayer,x+1,y,1,1,1,-1,id)==0 or collision(colplayer,x-1,y,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-1,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-1,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-2,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-2,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-3,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-3,1,1,1,-1,id)==0) and (getplayerhealth(playercurrent())>0) and (objects[id].move==1) then
		if math.abs(getplayerx(playercurrent())-x)>2 then
			drawimage(zj.slenderman.gfx[objects[id].frame],x,y-3)
		else
			drawimage(zj.slenderman.gfx[3],x,y-3)
		end
	else
		drawimage(zj.slenderman.gfx[0],x,y-3)
	end
end
function zj.slenderman.update(id,x,y)
	if objects[id].frametimer==0 then
		objects[id].frametimer=10
		if objects[id].frame==0 then
			objects[id].frame=1
		elseif objects[id].frame==1 then
			objects[id].frame=2
		elseif objects[id].frame==2 then
			objects[id].frame=0
		end
	elseif objects[id].frametimer>0 then
		objects[id].frametimer=objects[id].frametimer-1
	end
	-- Fall
	objects[id].sy=objects[id].sy+getgravity()
	-- Move (in substep loop for optimal collision precision)
	msubt=math.ceil(math.abs(objects[id].sy)/15)
	msuby=objects[id].sy/msubt
	for i=1,msubt,1 do
		y=y+msuby
		-- Collision
		if collision(colplayer,x,y,1,1,1,-1,id)==1 then
			y=y-msuby
			objects[id].sy=-objects[id].sy*0.05
			msuby=-msuby*0.05
		end
		-- Water
		if y>getwatery()+5 then
			-- Effects
			particle(p_waterhit,x,y)
			playsound(sfx_hitwater1)
			-- Remove
			removeobject(id)
			break
		end
	end
	-- Walk
	if getplayerx(playercurrent())>x and getplayerhealth(playercurrent())>0 and objects[id].move==1 then
		if collision(colplayer,x+1,y,1,1,1,-1,id)==0 then
			x=x+0.3
		elseif collision(colplayer,x+1,y-1,1,1,1,-1,id)==0 then
			x=x+0.3
			y=y-1
		elseif collision(colplayer,x+1,y-2,1,1,1,-1,id)==0 then
			x=x+0.3
			y=y-2
		elseif collision(colplayer,x+1,y-3,1,1,1,-1,id)==0 then
			x=x+0.3
			y=y-3
		else
			objects[id].sy=-3
		end
	elseif getplayerx(playercurrent())<x and getplayerhealth(playercurrent())>0 and objects[id].move==1 then
		if collision(colplayer,x-1,y,1,1,1,-1,id)==0 then
			x=x-0.3
		elseif collision(colplayer,x-1,y-1,1,1,1,-1,id)==0 then
			x=x-0.3
			y=y-1
		elseif collision(colplayer,x-1,y-2,1,1,1,-1,id)==0 then
			x=x-0.3
			y=y-2
		elseif collision(colplayer,x-1,y-3,1,1,1,-1,id)==0 then
			x=x-0.3
			y=y-3
		else
			objects[id].sy=-3
		end
	end
	objectposition(id,x,y)
	-- Kill Players
	local players=playertable(0,0)
	for i=1,#players do
		if math.sqrt((x-getplayerx(players[i]))^2+(y-getplayery(players[i]))^2)<50 then
			if objects[id].ptmr[players[i]]<=0 then
				playerdamage(players[i],1000000)
				objects[id].move=1
			elseif objects[id].ptmr[players[i]]>0 then
				objects[id].ptmr[players[i]]=objects[id].ptmr[players[i]]-1
				objects[id].move=0
			end
		end
	end
end
function zj.slenderman.damage(id,damage)
end
Always says "EXCEPTION_ACCESS_VIOLATION".
I pretty sure that this part is the problem.
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-- Kill Players local players=playertable(0,0) for i=1,#players do 	if math.sqrt((x-getplayerx(players[i]))^2+(y-getplayery(players[i]))^2)<50 then 		if objects[id].ptmr[players[i]]<=0 then 			playerdamage(players[i],1000000) 			objects[id].move=1 		elseif objects[id].ptmr[players[i]]>0 then 			objects[id].ptmr[players[i]]=objects[id].ptmr[players[i]]-1 			objects[id].move=0 		end 	end end
Scrupt Error
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Obviously Exactly Myself