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Feb 20th, 2017
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  1. (0:0) When everything is starting up,
  2. (5:300) set variable %npcitem to the value 53.
  3. (5:300) set variable %dest to the value 143.
  4. (5:300) set variable %timers to the value 1.
  5.  
  6. (0:31) When someone says {scan},
  7. (1:10) and they are the Dream owner,
  8. (5:350) set variable %origin to the X,Y position the triggering player (moved from/is standing at).
  9. (5:56) make the player named {Draglan} the new triggering player, if they're in the Dream right now.
  10. (5:350) set variable %destination to the X,Y position the triggering player (moved from/is standing at).
  11.  
  12.  
  13. (0:31) When someone says {scan},
  14. (1:110) and they are not the Dream owner,
  15. (5:350) set variable %origin to the X,Y position the triggering player (moved from/is standing at).
  16. (5:56) make the player named {El|Furriando} the new triggering player, if they're in the Dream right now.
  17. (5:350) set variable %destination to the X,Y position the triggering player (moved from/is standing at).
  18.  
  19. (0:31) When someone says {Scan},
  20. (5:631) forget all PhoenixSpeak info about the person named {pf}.
  21. (5:631) forget all PhoenixSpeak info about the player named {p}.
  22. * (5:532) set variable %origin to the X,Y position of a random spot where the item is %npcitem somewhere in the Dream.
  23. * (5:512) set variable %destination to the X,Y position of a random spot where the floor is %dest somewhere in the Dream.
  24. (5:301) copy the value of variable %origin into variable %sne.
  25. (5:301) copy the value of variable %origin into variable %sse.
  26. (5:301) copy the value of variable %origin into variable %ssw.
  27. (5:301) copy the value of variable %origin into variable %snw.
  28. (5:352) move the position in variable %sne northeast (up and right) 1 step(s).
  29. (5:353) move the position in variable %sse southeast (down and right) 1 step(s).
  30. (5:354) move the position in variable %ssw southwest (down and left) 1 step(s).
  31. (5:355) move the position in variable %snw northwest (up and left) 1 step(s).
  32. (5:5) change item 465 to item 0.
  33. (5:5) change item 466 to item 0.
  34. (5:5) change item 467 to item 0.
  35. (5:153) change effect 50 to effect 0.
  36.  
  37. *100 Threads*
  38. (0:31) When someone says {Scan},
  39. (5:50) set countdown timer 1 to go off in 1 seconds.
  40.  
  41. (0:31) When someone says {Scan},
  42. (1:1013) and position (%sne) is item 0,
  43. (5:604) memorize that the PhoenixSpeak info {%sne.x %sne.y} about the player named {pf} will now be {a}.
  44. (5:41) place item 465 at (%sne).
  45.  
  46. (0:31) When someone says {Scan},
  47. (1:1013) and position (%sse) is item 0,
  48. (5:604) memorize that the PhoenixSpeak info {%sse.x %sse.y} about the player named {pf} will now be {b}.
  49. (5:41) place item 465 at (%sse).
  50.  
  51. (0:31) When someone says {Scan},
  52. (1:1013) and position (%ssw) is item 0,
  53. (5:604) memorize that the PhoenixSpeak info {%ssw.x %ssw.y} about the player named {pf} will now be {c}.
  54. (5:41) place item 465 at (%ssw).
  55.  
  56. (0:31) When someone says {Scan},
  57. (1:1013) and position (%snw) is item 0,
  58. (5:604) memorize that the PhoenixSpeak info {%snw.x %snw.y} about the player named {pf} will now be {d}.
  59. (5:41) place item 465 at (%snw).
  60.  
  61. (0:49) When any countdown timer goes off,
  62. (5:327) set variable %timer to the number of the countdown timer that just went off.
  63. (5:300) set variable %ok to the value 0.
  64.  
  65. (0:49) When any countdown timer goes off,
  66. *(1:201) and variable %timer is more than 99,
  67. *(1:202) and variable %timer is less than 201,
  68. (1:616) and the PhoenixSpeak info {p} about the player named {p} does not exist,
  69. (5:300) set variable %ok to the value 1.
  70. (3:2) at position (0,0) on the map,
  71. (5:4) place item 0.
  72. (5:384) set variable %scan to the x,y position (0,0).
  73. (5:300) set variable %schk to the value 0.
  74.  
  75. (0:49) When any countdown timer goes off,
  76. (1:200) and variable %ok is equal to 1,
  77. (5:532) set variable %scan to the X,Y position of a random spot where the item is 465 somewhere in the Dream.
  78. (5:381) set variable %schk to the item type at (%scan).
  79.  
  80. (0:49) When any countdown timer goes off,
  81. (1:200) and variable %ok is equal to 1,
  82. (1:206) and variable %schk is not equal to 465,
  83. (5:5) change item 466 to item 465.
  84. (5:532) set variable %scan to the X,Y position of a random spot where the item is 465 somewhere in the Dream.
  85. (5:381) set variable %schk to the item type at (%scan).
  86.  
  87. (0:49) When any countdown timer goes off,
  88. (1:200) and variable %ok is equal to 1,
  89. (1:206) and variable %schk is not equal to 465,
  90. (5:300) set variable %ok to the value 0.
  91.  
  92.  
  93. (0:49) When any countdown timer goes off,
  94. (1:200) and variable %ok is equal to 1,
  95. (5:301) copy the value of variable %scan into variable %sne.
  96. (5:301) copy the value of variable %scan into variable %sse.
  97. (5:301) copy the value of variable %scan into variable %ssw.
  98. (5:301) copy the value of variable %scan into variable %snw.
  99. (5:352) move the position in variable %sne northeast (up and right) 1 step(s).
  100. (5:353) move the position in variable %sse southeast (down and right) 1 step(s).
  101. (5:354) move the position in variable %ssw southwest (down and left) 1 step(s).
  102. (5:355) move the position in variable %snw northwest (up and left) 1 step(s).
  103.  
  104. (0:49) When any countdown timer goes off,
  105. (1:200) and variable %ok is equal to 1,
  106. (1:1013) and position (%sne) is item 0,
  107. (5:614) remember the PhoenixSpeak info {%scan.x %scan.y} about the player named {pf}, and put it in message ~ram.
  108. (5:257) take message ~ram and add {a} onto the end of it.
  109. (5:604) memorize that the PhoenixSpeak info {%sne.x %sne.y} about the player named {pf} will now be {~ram}.
  110. (5:41) place item 466 at (%sne).
  111.  
  112. (0:49) When any countdown timer goes off,
  113. (1:200) and variable %ok is equal to 1,
  114. (1:1013) and position (%sse) is item 0,
  115. (5:614) remember the PhoenixSpeak info {%scan.x %scan.y} about the player named {pf}, and put it in message ~ram.
  116. (5:257) take message ~ram and add {b} onto the end of it.
  117. (5:604) memorize that the PhoenixSpeak info {%sse.x %sse.y} about the player named {pf} will now be {~ram}.
  118. (5:41) place item 466 at (%sse).
  119.  
  120. (0:49) When any countdown timer goes off,
  121. (1:200) and variable %ok is equal to 1,
  122. (1:1013) and position (%ssw) is item 0,
  123. (5:614) remember the PhoenixSpeak info {%scan.x %scan.y} about the player named {pf}, and put it in message ~ram.
  124. (5:257) take message ~ram and add {c} onto the end of it.
  125. (5:604) memorize that the PhoenixSpeak info {%ssw.x %ssw.y} about the player named {pf} will now be {~ram}.
  126. (5:41) place item 466 at (%ssw).
  127.  
  128. (0:49) When any countdown timer goes off,
  129. (1:200) and variable %ok is equal to 1,
  130. (1:1013) and position (%snw) is item 0,
  131. (5:614) remember the PhoenixSpeak info {%scan.x %scan.y} about the player named {pf}, and put it in message ~ram.
  132. (5:257) take message ~ram and add {d} onto the end of it.
  133. (5:604) memorize that the PhoenixSpeak info {%snw.x %snw.y} about the player named {pf} will now be {~ram}.
  134. (5:41) place item 466 at (%snw).
  135.  
  136. (0:49) When any countdown timer goes off,
  137. (1:200) and variable %ok is equal to 1,
  138. (5:635) forget the PhoenixSpeak info {%scan.x %scan.y} about the player named {pf}.
  139. (5:41) place item 467 at (%scan).
  140.  
  141. (0:49) When any countdown timer goes off,
  142. (1:200) and variable %ok is equal to 1,
  143. (1:208) and the X,Y position in variable %sne is the same as the position in variable %destination,
  144. (5:614) remember the PhoenixSpeak info {%sne.x %sne.y} about the player named {pf}, and put it in message ~ram.
  145. (5:604) memorize that the PhoenixSpeak info {p} about the player named {p} will now be {~ram}.
  146. (5:204) emitloud message {Found destination!} to everyone on the map.
  147. (5:204) emitloud message {~ram} to everyone on the map.
  148. (5:631) forget all PhoenixSpeak info about the player named {pf}.
  149. (5:5) change item 465 to item 0.
  150. (5:5) change item 466 to item 0.
  151. (5:5) change item 467 to item 0.
  152. (5:301) copy the value of variable %origin into variable %ppos.
  153.  
  154. (0:49) When any countdown timer goes off,
  155. (1:200) and variable %ok is equal to 1,
  156. (1:208) and the X,Y position in variable %sse is the same as the position in variable %destination,
  157. (5:614) remember the PhoenixSpeak info {%sse.x %sse.y} about the player named {pf}, and put it in message ~ram.
  158. (5:604) memorize that the PhoenixSpeak info {p} about the player named {p} will now be {~ram}.
  159. (5:204) emitloud message {Found destination!} to everyone on the map.
  160. (5:204) emitloud message {~ram} to everyone on the map.
  161. (5:631) forget all PhoenixSpeak info about the player named {pf}.
  162. (5:5) change item 465 to item 0.
  163. (5:5) change item 466 to item 0.
  164. (5:5) change item 467 to item 0.
  165. (5:301) copy the value of variable %origin into variable %ppos.
  166.  
  167. (0:49) When any countdown timer goes off,
  168. (1:200) and variable %ok is equal to 1,
  169. (1:208) and the X,Y position in variable %ssw is the same as the position in variable %destination,
  170. (5:614) remember the PhoenixSpeak info {%ssw.x %ssw.y} about the player named {pf}, and put it in message ~ram.
  171. (5:604) memorize that the PhoenixSpeak info {p} about the player named {p} will now be {~ram}.
  172. (5:204) emitloud message {Found destination!} to everyone on the map.
  173. (5:204) emitloud message {~ram} to everyone on the map.
  174. (5:631) forget all PhoenixSpeak info about the player named {pf}.
  175. (5:5) change item 465 to item 0.
  176. (5:5) change item 466 to item 0.
  177. (5:5) change item 467 to item 0.
  178. (5:301) copy the value of variable %origin into variable %ppos.
  179.  
  180. (0:49) When any countdown timer goes off,
  181. (1:200) and variable %ok is equal to 1,
  182. (1:208) and the X,Y position in variable %snw is the same as the position in variable %destination,
  183. (5:614) remember the PhoenixSpeak info {%snw.x %snw.y} about the player named {pf}, and put it in message ~ram.
  184. (5:604) memorize that the PhoenixSpeak info {p} about the player named {p} will now be {~ram}.
  185. (5:204) emitloud message {Found destination!} to everyone on the map.
  186. (5:204) emitloud message {~ram} to everyone on the map.
  187. (5:631) forget all PhoenixSpeak info about the player named {pf}.
  188. (5:5) change item 465 to item 0.
  189. (5:5) change item 466 to item 0.
  190. (5:5) change item 467 to item 0.
  191. (5:301) copy the value of variable %origin into variable %ppos.
  192.  
  193. (0:49) When any countdown timer goes off,
  194. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  195. (5:614) remember the PhoenixSpeak info {p} about the player named {p}, and put it in message ~draw.
  196. (5:272) set message ~action to be the portion of message ~draw from position 1 to position 1.
  197. (5:278) remove the first 1 copies of {~action} from message ~draw.
  198. (5:604) memorize that the PhoenixSpeak info {p} about the player named {p} will now be {~draw}.
  199.  
  200.  
  201.  
  202. (0:49) When any countdown timer goes off,
  203. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  204. (1:75) and message ~action contains {a} somewhere within it,
  205. (5:352) move the position in variable %ppos northeast (up and right) 1 step(s).
  206.  
  207. (0:49) When any countdown timer goes off,
  208. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  209. (1:75) and message ~action contains {b} somewhere within it,
  210. (5:353) move the position in variable %ppos southeast (down and right) 1 step(s).
  211.  
  212.  
  213. (0:49) When any countdown timer goes off,
  214. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  215. (1:75) and message ~action contains {c} somewhere within it,
  216. (5:354) move the position in variable %ppos southwest (down and left) 1 step(s).
  217.  
  218.  
  219. (0:49) When any countdown timer goes off,
  220. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  221. (1:75) and message ~action contains {d} somewhere within it,
  222. (5:355) move the position in variable %ppos northwest (up and left) 1 step(s).
  223.  
  224. (0:49) When any countdown timer goes off,
  225. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  226. (3:2) at position (%ppos) on the map,
  227. (5:153) change effect 0 to effect 50.
  228.  
  229. (0:49) When any countdown timer goes off,
  230. (1:615) and the PhoenixSpeak info {p} about the player named {p} exists,
  231. (1:176) and the length of message ~draw is less than 1,
  232. (5:631) forget all PhoenixSpeak info about the player named {p}.
  233.  
  234. (0:49) When any countdown timer goes off,
  235. (1:202) and variable %timers is less than 201,
  236. (5:302) take variable %timers and add 1 to it.
  237. (5:50) set countdown timer %timers to go off in 1 seconds.
  238.  
  239. (0:49) When any countdown timer goes off,
  240. (5:50) set countdown timer %timer to go off in 1 seconds.
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