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- * // handler for directly closing a door via F3
- * // get the positions
- * // get the wall position first, indicates which type of door we're at
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- (5:302) take variable %wallpositiona.x and add 1 to it.
- * // regular walk through door, indicated by which wall is there
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:352) move the position in variable %northposition northeast (up and right) 1 step(s).
- (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // teleporting door, need both direct close and indirect close
- * // this should also get positions for moving through open door and into closed door
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- * // automatic close is moving from the object opposite the direction of teleport
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right)
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
- (1:113) and the triggering furre is not facing northeast (up and right)
- (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
- * // teleport and open involved running INTO the wall
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
- (1:13) and the triggering furre is facing northeast (up and right),
- (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
- (1:13) and the triggering furre is facing northeast (up and right),
- (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %locator into variable %wallpositiona
- (5:302) take variable %wallpositiona.x and add 1 to it.
- (5:301) copy the value of variable %locator into variable %teleportfrom
- (5:301) copy the value of variable %locator into variable %southposition
- (5:352) move the position in variable %locator northeast (up and right) 1 step(s).
- (5:381) set variable %roomnumber to the object type at (%locator).
- (5:41) place object type 0 at (%locator).
- (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
- (5:41) place object type %roomnumber at (%locator).
- (5:301) copy the value of variable %teleportto into variable %wallpositionb
- (5:302) take variable %wallpositionb.x and add 1 to it.
- (5:352) move the position in variable %teleportto northeast (up and right) 1 step(s).
- (5:301) copy the value of variable %teleportto into variable %northposition
- (5:300) set variable %wallshape to the value 7
- * // get the wall position first, indicates which type of door we're at
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- * // regular walk through door, indicated by which wall is there
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
- (0:16) When a furre uses any object, SE Side of door
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
- (0:16) When a furre uses any object, SE Side of door
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:355) move the position in variable %northposition northwest (up and left) 1 step(s).
- (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // teleporting door, need both direct close and indirect close
- * // this should also get positions for moving through open door and into closed door
- (0:16) When a furre uses any object, SE Side of door
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- * // automatic close is moving from the object opposite the direction of teleport
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
- * // teleport and open involved running INTO the wall
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
- (1:16) and the triggering furre is facing northwest (up and left),
- (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
- (1:16) and the triggering furre is facing northwest (up and left),
- (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %locator into variable %wallpositiona
- (5:301) copy the value of variable %locator into variable %teleportfrom
- (5:301) copy the value of variable %locator into variable %southposition
- (5:355) move the position in variable %locator northwest (up and left) 1 step(s).
- (5:381) set variable %roomnumber to the object type at (%locator).
- (5:41) place object type 0 at (%locator).
- (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
- (5:41) place object type %roomnumber at (%locator).
- (5:301) copy the value of variable %teleportto into variable %wallpositionb
- (5:355) move the position in variable %teleportto northwest (up and left) 1 step(s).
- (5:301) copy the value of variable %teleportto into variable %northposition
- (5:300) set variable %wallshape to the value 7
- * // get the wall position first, indicates which type of door we're at
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 272 opening tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- (5:353) move the position in variable %wallpositiona southeast (down and right) 1 step(s).
- * // regular walk through door, indicated by which wall is there
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 272 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:353) move the position in variable %southposition southeast (down and right) 1 step(s).
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // teleporting door, need both direct close and indirect close
- * // this should also get positions for moving through open door and into closed door
- (0:16) When a furre uses any object, NW Side of door
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- * // automatic close is moving from the object opposite the direction of teleport
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
- * // teleport and open involved running INTO the wall
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
- (1:14) and the triggering furre is facing southeast (down and right),
- (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
- (1:14) and the triggering furre is facing southeast (down and right),
- (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %locator into variable %wallpositiona
- (5:353) move the position in variable %wallpositiona southeast (down and right) 1 step(s).
- (5:301) copy the value of variable %locator into variable %teleportfrom
- (5:301) copy the value of variable %locator into variable %northposition
- (5:353) move the position in variable %locator southeast (down and right) 1 step(s).
- (5:381) set variable %roomnumber to the object type at (%locator).
- (5:41) place object type 0 at (%locator).
- (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
- (5:41) place object type %roomnumber at (%locator).
- (5:353) move the position in variable %teleportto southeast (down and right) 1 step(s).
- (5:301) copy the value of variable %teleportto into variable %wallpositionb
- (5:301) copy the value of variable %teleportto into variable %southposition
- (5:300) set variable %wallshape to the value 7
- * // get the wall position first, indicates which type of door we're at
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- (5:354) move the position in variable %wallpositiona southwest (down and left) 1 step(s).
- (5:302) take variable %wallpositiona.x and add 1 to it.
- * // regular walk through door, indicated by which wall is there
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:354) move the position in variable %southposition southwest (down and left) 1 step(s).
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // teleporting door, need both direct close and indirect close
- * // this should also get positions for moving through open door and into closed door
- (0:16) When a furre uses any object, NE Side of door
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- * // automatic close is moving from the object opposite the direction of teleport
- (0:1) Whenever somebody moves, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
- (0:1) Whenever somebody moves, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
- * // teleport and open involved running INTO the wall
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
- (1:15) and the triggering furre is facing southwest (down and left),
- (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
- (1:15) and the triggering furre is facing southwest (down and left),
- (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %locator into variable %wallpositiona
- (5:354) move the position in variable %wallpositiona southwest (down and left) 1 step(s).
- (5:302) take variable %wallpositiona.x and add 1 to it.
- (5:301) copy the value of variable %locator into variable %teleportfrom
- (5:301) copy the value of variable %locator into variable %northposition
- (5:354) move the position in variable %locator southwest (down and left) 1 step(s).
- (5:381) set variable %roomnumber to the object type at (%locator).
- (5:41) place object type 0 at (%locator).
- (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
- (5:41) place object type %roomnumber at (%locator).
- (5:354) move the position in variable %teleportto southwest (down and left) 1 step(s).
- (5:301) copy the value of variable %teleportto into variable %wallpositionb
- (5:302) take variable %wallpositionb.x and add 1 to it.
- (5:301) copy the value of variable %teleportto into variable %southposition
- (5:300) set variable %wallshape to the value 7
- * // get the objects, and effects used
- * // this is NE/SW stuff
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (0:1) Whenever somebody moves, from NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:1) Whenever somebody moves, from NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (5:300) set variable %southeffect to the value 214
- (5:300) set variable %northeffect to the value 213
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:1) Whenever somebody moves, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (0:1) Whenever somebody moves, from NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:1) Whenever somebody moves, from NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 278 opening tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (5:300) set variable %southeffect to the value 279
- (5:300) set variable %northeffect to the value 278
- (5:300) set variable %wallshape to the value 10
- * // this is NW/SE stuff
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (5:300) set variable %southeffect to the value 208
- (5:300) set variable %northeffect to the value 207
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:1) Whenever somebody moves, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 272 opening tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (5:300) set variable %southeffect to the value 273
- (5:300) set variable %northeffect to the value 272
- (5:300) set variable %wallshape to the value 10
- * // if animated is active, stack this close
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 278 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 272 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- * // build the delay string, for delayed closing
- (5:250) set message ~retrigger to {%wallpositiona.x %wallpositiona.y %wallpositionb.x %wallpositionb.y %wallshape %southposition.x %southposition.y %southeffect %northposition.x %northposition.y %northeffect END}
- (5:278) remove the first 1 copies of {~retrigger} from message ~directcloser
- (5:258) take message ~directcloser and add message ~retrigger onto the end of it.
- (5:50) set countdown timer #delaydoorcloser to go off in 1 seconds.
- * // delay closing check, if still animated? restart the timer
- (0:50) When countdown timer #delaydoorcloser goes off,
- (1:98) and position ($doorisanimated) has effect 125
- (5:300) set variable %dodoorcloser to the value 0
- (5:50) set countdown timer #delaydoorcloser to go off in 1 seconds.
- * // otherwise fetch our values and execute a close
- (0:50) When countdown timer #delaydoorcloser goes off,
- (1:98) and position ($doorisanimated) has effect 124
- (1:76) and the length of message ~directcloser is greater than 0
- (5:300) set variable %dodoorcloser to the value 1
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.x
- (5:278) remove the first 1 copies of {%wallpositiona.x } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.y
- (5:278) remove the first 1 copies of {%wallpositiona.y } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.x
- (5:278) remove the first 1 copies of {%wallpositionb.x } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.y
- (5:278) remove the first 1 copies of {%wallpositionb.y } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallshape
- (5:278) remove the first 1 copies of {%wallshape } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.x
- (5:278) remove the first 1 copies of {%southposition.x } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.y
- (5:278) remove the first 1 copies of {%southposition.y } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southeffect
- (5:278) remove the first 1 copies of {%southeffect } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.x
- (5:278) remove the first 1 copies of {%northposition.x } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.y
- (5:278) remove the first 1 copies of {%northposition.y } from message ~directcloser
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northeffect
- (5:278) remove the first 1 copies of {%northeffect END} from message ~directcloser
- * // trigger again to execute the close
- (0:50) When countdown timer #delaydoorcloser goes off,
- (1:200) and variable %dodoorcloser is equal to 1
- (1:98) and position ($doorisanimated) has effect 124
- * // conduct the door close if no other door is animated
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, SE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:116) and the triggering furre is not facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, SW side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:113) and the triggering furre is not facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, NE side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:115) and the triggering furre is not facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:1) Whenever somebody moves, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:114) and the triggering furre is not facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 124
- * // trigger the door closing action, future will be direct only
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, SW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, SE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, NW Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
- (1:98) and position ($doorisanimated) has effect 124
- (0:16) When a furre uses any object, NE Side of door
- (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
- (1:98) and position ($doorisanimated) has effect 124
- (5:151) set location ($doorisanimated) to overlay effect 125
- (5:63) place wall shape %wallshape at (%wallpositiona).
- (5:63) place wall shape %wallshape at (%wallpositionb).
- (5:10) play sound 102 to every furre who can see (%southposition).
- (5:151) set location (%southposition) to overlay effect %southeffect
- (5:445) jump the animation of all copies of effect type %southeffect in the dream to step 2
- (5:10) play sound 102 to every furre who can see (%northposition).
- (5:151) set location (%northposition) to overlay effect %northeffect
- (5:445) jump the animation of all copies of effect type %northeffect in the dream to step 2
- (5:50) set countdown timer #doorcloser to go off in 1 seconds.
- * // reset the door, handles either door, direct or remote
- (0:50) When countdown timer #doorcloser goes off,
- (5:151) set location ($doorisanimated) to overlay effect 124
- (3:1) everywhere on the whole map,
- (5:62) change wall shape 4 with texture 5 to shape 3 with texture 5
- (5:62) change wall shape 7 with texture 5 to shape 6 with texture 5
- (5:62) change wall shape 10 with texture 5 to shape 9 with texture 5
- (5:153) change effect 207 to effect 205
- (5:153) change effect 208 to effect 206
- (5:153) change effect 213 to effect 211
- (5:153) change effect 214 to effect 212
- (5:153) change effect 272 to effect 270 tall door
- (5:153) change effect 273 to effect 271 tall door
- (5:153) change effect 278 to effect 276 tall door
- (5:153) change effect 279 to effect 277 tall door
- * // if not opening the door, we teleporting
- (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
- (3:2) at position (%teleportto) on the map,
- (5:16) move any furre present to ($bouncethrough) if there's nobody already there.
- (3:2) at position (%teleportfrom) on the map,
- (5:16) move any furre present to (%teleportto) if there's nobody already there.
- (3:2) at position ($bouncethrough) on the map,
- (5:16) move any furre present to (%teleportfrom) if there's nobody already there.
- (3:3) within the diamond ($boouncearea),
- (5:201) emit message {Bounce coding error, whoops, sorry.} to any furre present.
- * // new system to handle direct region to region doors
- * // wall determines what type of door we hit, a teleport, (next), or direct
- * // moving NE/NW means we need move to for effect and move from for object
- * // also means trigger wall is top wall, NE means ODD X
- * // heading north, note eastern direction needs wall position adjustment
- * // lock verification installed
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- (5:302) take variable %wallpositiona.x and add 1 to it.
- (5:351) set variable %northposition to the X,Y position the triggering furre moved to.
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
- (5:351) set variable %northposition to the X,Y position the triggering furre moved to.
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // heading south, note eastern direction needs wall position adjustment
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (5:351) set variable %southposition to the X,Y position the triggering furre moved to.
- (5:351) set variable %wallpositiona to the X,Y position the triggering furre moved to.
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (5:351) set variable %southposition to the X,Y position the triggering furre moved to.
- (5:351) set variable %wallpositiona to the X,Y position the triggering furre moved to.
- (5:302) take variable %wallpositiona.x and add 1 to it.
- (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
- (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
- * // get the objects used for this action
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (5:300) set variable %southeffect to the value 214
- (5:300) set variable %northeffect to the value 213
- (5:300) set variable %wallshape to the value 4
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (5:300) set variable %southeffect to the value 214
- (5:300) set variable %northeffect to the value 213
- (5:300) set variable %wallshape to the value 7
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (5:300) set variable %southeffect to the value 279
- (5:300) set variable %northeffect to the value 278
- (5:300) set variable %wallshape to the value 10
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (5:300) set variable %southeffect to the value 208
- (5:300) set variable %northeffect to the value 207
- (5:300) set variable %wallshape to the value 4
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:14) and the triggering furre is facing southeast (down and right),
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:16) and the triggering furre is facing northwest (up and left),
- (5:300) set variable %southeffect to the value 208
- (5:300) set variable %northeffect to the value 207
- (5:300) set variable %wallshape to the value 7
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (5:300) set variable %southeffect to the value 273
- (5:300) set variable %northeffect to the value 272
- (5:300) set variable %wallshape to the value 10
- * // if animated is active, then stack the open, play 'choing' sound to player, set the delayed open
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 125
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 125
- * // build the delay string, for delayed closing
- (5:250) set message ~retrigger to {%wallpositiona.x %wallpositiona.y %wallpositionb.x %wallpositionb.y %wallshape %southposition.x %southposition.y %southeffect %northposition.x %northposition.y %northeffect END}
- (5:278) remove the first 1 copies of {~retrigger} from message ~directopener
- (5:258) take message ~directopener and add message ~retrigger onto the end of it.
- (5:8) play sound 27 to the triggering furre.
- (5:50) set countdown timer #delaydooropener to go off in 1 seconds.
- * // delay opening check, if still animated? restart the timer
- (0:50) When countdown timer #delaydooropener goes off,
- (1:98) and position ($doorisanimated) has effect 125
- (5:300) set variable %dodooropener to the value 0
- (5:50) set countdown timer #delaydooropener to go off in 1 seconds.
- * // otherwise fetch our values and execute an open
- (0:50) When countdown timer #delaydooropener goes off,
- (1:98) and position ($doorisanimated) has effect 124
- (1:76) and the length of message ~directopener is greater than 0
- (5:300) set variable %dodooropener to the value 1
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.x
- (5:278) remove the first 1 copies of {%wallpositiona.x } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.y
- (5:278) remove the first 1 copies of {%wallpositiona.y } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.x
- (5:278) remove the first 1 copies of {%wallpositionb.x } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.y
- (5:278) remove the first 1 copies of {%wallpositionb.y } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallshape
- (5:278) remove the first 1 copies of {%wallshape } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.x
- (5:278) remove the first 1 copies of {%southposition.x } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.y
- (5:278) remove the first 1 copies of {%southposition.y } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southeffect
- (5:278) remove the first 1 copies of {%southeffect } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.x
- (5:278) remove the first 1 copies of {%northposition.x } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.y
- (5:278) remove the first 1 copies of {%northposition.y } from message ~directopener
- (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
- (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northeffect
- (5:278) remove the first 1 copies of {%northeffect END} from message ~directopener
- * // trigger again to execute the open
- (0:50) When countdown timer #delaydooropener goes off,
- (1:200) and variable %dodooropener is equal to 1
- (1:98) and position ($doorisanimated) has effect 124
- * // execute the opening action
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:13) and the triggering furre is facing northeast (up and right),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:15) and the triggering furre is facing southwest (down and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:16) and the triggering furre is facing northwest (up and left),
- (1:98) and position ($doorisanimated) has effect 124
- (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
- (1:200) and variable %authorized is equal to 1
- (1:14) and the triggering furre is facing southeast (down and right),
- (1:98) and position ($doorisanimated) has effect 124
- (5:151) set location ($doorisanimated) to overlay effect 125
- (5:65) place wall shape %wallshape with texture 5 at (%wallpositiona).
- (5:65) place wall shape %wallshape with texture 5 at (%wallpositionb).
- (5:10) play sound 3 to every furre who can see (%southposition).
- (5:151) set location (%southposition) to overlay effect %southeffect
- (5:445) jump the animation of all copies of effect type %southeffect in the dream to step 3
- (5:10) play sound 3 to every furre who can see (%northposition).
- (5:151) set location (%northposition) to overlay effect %northeffect
- (5:445) jump the animation of all copies of effect type %northeffect in the dream to step 3
- (5:50) set countdown timer #doordeanimator to go off in 1 seconds.
- * // reset the door
- (0:50) When countdown timer #doordeanimator goes off,
- (5:151) set location ($doorisanimated) to overlay effect 124
- (3:1) everywhere on the whole map,
- (5:62) change wall shape 4 with texture 5 to shape 5 with texture 5
- (5:62) change wall shape 7 with texture 5 to shape 8 with texture 5
- (5:62) change wall shape 10 with texture 5 to shape 11 with texture 5
- (5:153) change effect 207 to effect 209 open short door
- (5:153) change effect 208 to effect 210 open short door
- (5:153) change effect 213 to effect 215 open short door
- (5:153) change effect 214 to effect 216 open short door
- (5:153) change effect 272 to effect 274 open tall door
- (5:153) change effect 273 to effect 275 open tall door
- (5:153) change effect 278 to effect 280 open tall door
- (5:153) change effect 279 to effect 281 open tall door
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