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DreamDancer

Magic Door Walls

Aug 28th, 2016
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  1. * // handler for directly closing a door via F3
  2.  
  3. * // get the positions
  4. * // get the wall position first, indicates which type of door we're at
  5.  
  6. (0:1) Whenever somebody moves, SW Side of door
  7. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  8. (1:113) and the triggering furre is not facing northeast (up and right),
  9.  
  10. (0:1) Whenever somebody moves, SW Side of door
  11. (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
  12. (1:113) and the triggering furre is not facing northeast (up and right),
  13.  
  14. (0:16) When a furre uses any object, SW Side of door
  15. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  16.  
  17. (0:1) Whenever somebody moves, SW Side of door
  18. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  19. (1:113) and the triggering furre is not facing northeast (up and right),
  20.  
  21. (0:1) Whenever somebody moves, SW Side of door
  22. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  23. (1:113) and the triggering furre is not facing northeast (up and right),
  24.  
  25. (0:16) When a furre uses any object, SW Side of door
  26. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  27.  
  28. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  29. (5:302) take variable %wallpositiona.x and add 1 to it.
  30.  
  31.  
  32. * // regular walk through door, indicated by which wall is there
  33.  
  34. (0:1) Whenever somebody moves, SW Side of door
  35. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  36. (1:113) and the triggering furre is not facing northeast (up and right),
  37. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  38.  
  39. (0:1) Whenever somebody moves, SW Side of door
  40. (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
  41. (1:113) and the triggering furre is not facing northeast (up and right),
  42. (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
  43.  
  44. (0:16) When a furre uses any object, SW Side of door
  45. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  46. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  47.  
  48. (0:1) Whenever somebody moves, SW Side of door
  49. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  50. (1:113) and the triggering furre is not facing northeast (up and right),
  51. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  52.  
  53. (0:1) Whenever somebody moves, SW Side of door
  54. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  55. (1:113) and the triggering furre is not facing northeast (up and right),
  56. (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
  57.  
  58. (0:16) When a furre uses any object, SW Side of door
  59. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  60. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  61.  
  62. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  63. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  64. (5:352) move the position in variable %northposition northeast (up and right) 1 step(s).
  65. (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
  66. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  67.  
  68.  
  69.  
  70. * // teleporting door, need both direct close and indirect close
  71. * // this should also get positions for moving through open door and into closed door
  72.  
  73. (0:16) When a furre uses any object, SW Side of door
  74. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  75. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  76.  
  77. * // automatic close is moving from the object opposite the direction of teleport
  78.  
  79. (0:1) Whenever somebody moves, SW Side of door
  80. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  81. (1:113) and the triggering furre is not facing northeast (up and right)
  82. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  83.  
  84. (0:1) Whenever somebody moves, SW Side of door
  85. (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
  86. (1:113) and the triggering furre is not facing northeast (up and right)
  87. (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
  88.  
  89. * // teleport and open involved running INTO the wall
  90.  
  91. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
  92. (1:13) and the triggering furre is facing northeast (up and right),
  93.  
  94. (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
  95. (1:13) and the triggering furre is facing northeast (up and right),
  96.  
  97. (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
  98. (5:301) copy the value of variable %locator into variable %wallpositiona
  99. (5:302) take variable %wallpositiona.x and add 1 to it.
  100. (5:301) copy the value of variable %locator into variable %teleportfrom
  101. (5:301) copy the value of variable %locator into variable %southposition
  102. (5:352) move the position in variable %locator northeast (up and right) 1 step(s).
  103. (5:381) set variable %roomnumber to the object type at (%locator).
  104. (5:41) place object type 0 at (%locator).
  105. (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
  106. (5:41) place object type %roomnumber at (%locator).
  107. (5:301) copy the value of variable %teleportto into variable %wallpositionb
  108. (5:302) take variable %wallpositionb.x and add 1 to it.
  109. (5:352) move the position in variable %teleportto northeast (up and right) 1 step(s).
  110. (5:301) copy the value of variable %teleportto into variable %northposition
  111. (5:300) set variable %wallshape to the value 7
  112.  
  113.  
  114.  
  115.  
  116. * // get the wall position first, indicates which type of door we're at
  117.  
  118. (0:1) Whenever somebody moves, SE Side of door
  119. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  120. (1:116) and the triggering furre is not facing northwest (up and left),
  121.  
  122. (0:1) Whenever somebody moves, SE Side of door
  123. (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
  124. (1:116) and the triggering furre is not facing northwest (up and left),
  125.  
  126. (0:16) When a furre uses any object, SE Side of door
  127. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  128.  
  129. (0:1) Whenever somebody moves, SE Side of door
  130. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  131. (1:116) and the triggering furre is not facing northwest (up and left),
  132.  
  133. (0:1) Whenever somebody moves, SE Side of door
  134. (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
  135. (1:116) and the triggering furre is not facing northwest (up and left),
  136.  
  137. (0:16) When a furre uses any object, SE Side of door
  138. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  139.  
  140. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  141.  
  142.  
  143. * // regular walk through door, indicated by which wall is there
  144.  
  145. (0:1) Whenever somebody moves, SE Side of door
  146. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  147. (1:116) and the triggering furre is not facing northwest (up and left),
  148. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  149.  
  150. (0:1) Whenever somebody moves, SE Side of door
  151. (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
  152. (1:116) and the triggering furre is not facing northwest (up and left),
  153. (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
  154.  
  155. (0:16) When a furre uses any object, SE Side of door
  156. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  157. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  158.  
  159. (0:1) Whenever somebody moves, SE Side of door
  160. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  161. (1:116) and the triggering furre is not facing northwest (up and left),
  162. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  163.  
  164. (0:1) Whenever somebody moves, SE Side of door
  165. (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
  166. (1:116) and the triggering furre is not facing northwest (up and left),
  167. (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
  168.  
  169. (0:16) When a furre uses any object, SE Side of door
  170. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  171. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  172.  
  173. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  174. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  175. (5:355) move the position in variable %northposition northwest (up and left) 1 step(s).
  176. (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
  177. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  178.  
  179.  
  180.  
  181. * // teleporting door, need both direct close and indirect close
  182. * // this should also get positions for moving through open door and into closed door
  183.  
  184. (0:16) When a furre uses any object, SE Side of door
  185. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  186. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  187.  
  188. * // automatic close is moving from the object opposite the direction of teleport
  189.  
  190. (0:1) Whenever somebody moves, SE Side of door
  191. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  192. (1:116) and the triggering furre is not facing northwest (up and left),
  193. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  194.  
  195. (0:1) Whenever somebody moves, SE Side of door
  196. (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
  197. (1:116) and the triggering furre is not facing northwest (up and left),
  198. (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
  199.  
  200. * // teleport and open involved running INTO the wall
  201.  
  202. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
  203. (1:16) and the triggering furre is facing northwest (up and left),
  204.  
  205. (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
  206. (1:16) and the triggering furre is facing northwest (up and left),
  207.  
  208. (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
  209. (5:301) copy the value of variable %locator into variable %wallpositiona
  210. (5:301) copy the value of variable %locator into variable %teleportfrom
  211. (5:301) copy the value of variable %locator into variable %southposition
  212. (5:355) move the position in variable %locator northwest (up and left) 1 step(s).
  213. (5:381) set variable %roomnumber to the object type at (%locator).
  214. (5:41) place object type 0 at (%locator).
  215. (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
  216. (5:41) place object type %roomnumber at (%locator).
  217. (5:301) copy the value of variable %teleportto into variable %wallpositionb
  218. (5:355) move the position in variable %teleportto northwest (up and left) 1 step(s).
  219. (5:301) copy the value of variable %teleportto into variable %northposition
  220. (5:300) set variable %wallshape to the value 7
  221.  
  222.  
  223.  
  224. * // get the wall position first, indicates which type of door we're at
  225.  
  226. (0:1) Whenever somebody moves, NW Side of door
  227. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  228. (1:114) and the triggering furre is not facing southeast (down and right),
  229.  
  230. (0:1) Whenever somebody moves, NW Side of door
  231. (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
  232. (1:114) and the triggering furre is not facing southeast (down and right),
  233.  
  234. (0:16) When a furre uses any object, NW Side of door
  235. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  236.  
  237. (0:1) Whenever somebody moves, NW Side of door
  238. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  239. (1:114) and the triggering furre is not facing southeast (down and right),
  240.  
  241. (0:1) Whenever somebody moves, NW Side of door
  242. (1:97) and the triggering furre (moved from/is standing in) effect 272 opening tall door
  243. (1:114) and the triggering furre is not facing southeast (down and right),
  244.  
  245. (0:16) When a furre uses any object, NW Side of door
  246. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  247.  
  248. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  249. (5:353) move the position in variable %wallpositiona southeast (down and right) 1 step(s).
  250.  
  251. * // regular walk through door, indicated by which wall is there
  252.  
  253. (0:1) Whenever somebody moves, NW Side of door
  254. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  255. (1:114) and the triggering furre is not facing southeast (down and right),
  256. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  257.  
  258. (0:1) Whenever somebody moves, NW Side of door
  259. (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
  260. (1:114) and the triggering furre is not facing southeast (down and right),
  261. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  262.  
  263. (0:16) When a furre uses any object, NW Side of door
  264. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  265. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  266.  
  267. (0:1) Whenever somebody moves, NW Side of door
  268. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  269. (1:114) and the triggering furre is not facing southeast (down and right),
  270. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  271.  
  272. (0:1) Whenever somebody moves, NW Side of door
  273. (1:97) and the triggering furre (moved from/is standing in) effect 272 open tall door
  274. (1:114) and the triggering furre is not facing southeast (down and right),
  275. (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
  276.  
  277. (0:16) When a furre uses any object, NW Side of door
  278. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  279. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  280.  
  281. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  282. (5:353) move the position in variable %southposition southeast (down and right) 1 step(s).
  283. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  284. (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
  285. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  286.  
  287.  
  288.  
  289. * // teleporting door, need both direct close and indirect close
  290. * // this should also get positions for moving through open door and into closed door
  291.  
  292. (0:16) When a furre uses any object, NW Side of door
  293. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  294. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  295.  
  296. * // automatic close is moving from the object opposite the direction of teleport
  297.  
  298. (0:1) Whenever somebody moves, NW Side of door
  299. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  300. (1:114) and the triggering furre is not facing southeast (down and right),
  301. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  302.  
  303. (0:1) Whenever somebody moves, NW Side of door
  304. (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
  305. (1:114) and the triggering furre is not facing southeast (down and right),
  306. (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
  307.  
  308. * // teleport and open involved running INTO the wall
  309.  
  310. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
  311. (1:14) and the triggering furre is facing southeast (down and right),
  312.  
  313. (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
  314. (1:14) and the triggering furre is facing southeast (down and right),
  315.  
  316. (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
  317. (5:301) copy the value of variable %locator into variable %wallpositiona
  318. (5:353) move the position in variable %wallpositiona southeast (down and right) 1 step(s).
  319. (5:301) copy the value of variable %locator into variable %teleportfrom
  320. (5:301) copy the value of variable %locator into variable %northposition
  321. (5:353) move the position in variable %locator southeast (down and right) 1 step(s).
  322. (5:381) set variable %roomnumber to the object type at (%locator).
  323. (5:41) place object type 0 at (%locator).
  324. (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
  325. (5:41) place object type %roomnumber at (%locator).
  326. (5:353) move the position in variable %teleportto southeast (down and right) 1 step(s).
  327. (5:301) copy the value of variable %teleportto into variable %wallpositionb
  328. (5:301) copy the value of variable %teleportto into variable %southposition
  329. (5:300) set variable %wallshape to the value 7
  330.  
  331.  
  332.  
  333.  
  334. * // get the wall position first, indicates which type of door we're at
  335.  
  336. (0:1) Whenever somebody moves, NE side of door
  337. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  338. (1:115) and the triggering furre is not facing southwest (down and left),
  339.  
  340. (0:1) Whenever somebody moves, NE side of door
  341. (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
  342. (1:115) and the triggering furre is not facing southwest (down and left),
  343.  
  344. (0:16) When a furre uses any object, NE Side of door
  345. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  346.  
  347. (0:1) Whenever somebody moves, NE side of door
  348. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  349. (1:115) and the triggering furre is not facing southwest (down and left),
  350.  
  351. (0:1) Whenever somebody moves, NE side of door
  352. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  353. (1:115) and the triggering furre is not facing southwest (down and left),
  354.  
  355. (0:16) When a furre uses any object, NE Side of door
  356. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  357.  
  358. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  359. (5:354) move the position in variable %wallpositiona southwest (down and left) 1 step(s).
  360. (5:302) take variable %wallpositiona.x and add 1 to it.
  361.  
  362. * // regular walk through door, indicated by which wall is there
  363.  
  364. (0:1) Whenever somebody moves, NE side of door
  365. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  366. (1:115) and the triggering furre is not facing southwest (down and left),
  367. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  368.  
  369. (0:1) Whenever somebody moves, NE side of door
  370. (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
  371. (1:115) and the triggering furre is not facing southwest (down and left),
  372. (1:1017) and position (%wallpositiona) is wall shape 4 with texture 5 short door
  373.  
  374. (0:16) When a furre uses any object, NE Side of door
  375. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  376. (1:1017) and position (%wallpositiona) is wall shape 5 with texture 5 short door
  377.  
  378. (0:1) Whenever somebody moves, NE side of door
  379. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  380. (1:115) and the triggering furre is not facing southwest (down and left),
  381. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  382.  
  383. (0:1) Whenever somebody moves, NE side of door
  384. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  385. (1:115) and the triggering furre is not facing southwest (down and left),
  386. (1:1017) and position (%wallpositiona) is wall shape 10 with texture 5 tall door
  387.  
  388. (0:16) When a furre uses any object, NE Side of door
  389. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  390. (1:1017) and position (%wallpositiona) is wall shape 11 with texture 5 tall door
  391.  
  392. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  393. (5:354) move the position in variable %southposition southwest (down and left) 1 step(s).
  394. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  395. (5:300) set variable %wallshape to the value 4 this gets overridden when dealing with tall doors
  396. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  397.  
  398.  
  399. * // teleporting door, need both direct close and indirect close
  400. * // this should also get positions for moving through open door and into closed door
  401.  
  402. (0:16) When a furre uses any object, NE Side of door
  403. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  404. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  405.  
  406. * // automatic close is moving from the object opposite the direction of teleport
  407.  
  408. (0:1) Whenever somebody moves, NE Side of door
  409. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  410. (1:115) and the triggering furre is not facing southwest (down and left),
  411. (1:1017) and position (%wallpositiona) is wall shape 8 with texture 5 short door
  412.  
  413. (0:1) Whenever somebody moves, NE Side of door
  414. (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
  415. (1:115) and the triggering furre is not facing southwest (down and left),
  416. (1:1017) and position (%wallpositiona) is wall shape 7 with texture 5 short door
  417.  
  418. * // teleport and open involved running INTO the wall
  419.  
  420. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 open the door
  421. (1:15) and the triggering furre is facing southwest (down and left),
  422.  
  423. (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
  424. (1:15) and the triggering furre is facing southwest (down and left),
  425.  
  426. (5:350) set variable %locator to the X,Y position the triggering furre (moved from/is standing at).
  427. (5:301) copy the value of variable %locator into variable %wallpositiona
  428. (5:354) move the position in variable %wallpositiona southwest (down and left) 1 step(s).
  429. (5:302) take variable %wallpositiona.x and add 1 to it.
  430. (5:301) copy the value of variable %locator into variable %teleportfrom
  431. (5:301) copy the value of variable %locator into variable %northposition
  432. (5:354) move the position in variable %locator southwest (down and left) 1 step(s).
  433. (5:381) set variable %roomnumber to the object type at (%locator).
  434. (5:41) place object type 0 at (%locator).
  435. (5:532) set variable %teleportto to the X,Y position of a random spot where the object is type %roomnumber somewhere in the dream.
  436. (5:41) place object type %roomnumber at (%locator).
  437. (5:354) move the position in variable %teleportto southwest (down and left) 1 step(s).
  438. (5:301) copy the value of variable %teleportto into variable %wallpositionb
  439. (5:302) take variable %wallpositionb.x and add 1 to it.
  440. (5:301) copy the value of variable %teleportto into variable %southposition
  441. (5:300) set variable %wallshape to the value 7
  442.  
  443.  
  444.  
  445. * // get the objects, and effects used
  446. * // this is NE/SW stuff
  447.  
  448. (0:1) Whenever somebody moves, SW Side of door
  449. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  450. (1:113) and the triggering furre is not facing northeast (up and right),
  451.  
  452. (0:1) Whenever somebody moves, SW Side of door
  453. (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
  454. (1:113) and the triggering furre is not facing northeast (up and right),
  455.  
  456. (0:16) When a furre uses any object, SW Side of door
  457. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  458.  
  459. (0:1) Whenever somebody moves, from NE side of door
  460. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  461. (1:115) and the triggering furre is not facing southwest (down and left),
  462.  
  463. (0:1) Whenever somebody moves, from NE side of door
  464. (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
  465. (1:115) and the triggering furre is not facing southwest (down and left),
  466.  
  467. (0:16) When a furre uses any object, NE Side of door
  468. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  469.  
  470. (5:300) set variable %southeffect to the value 214
  471. (5:300) set variable %northeffect to the value 213
  472.  
  473.  
  474. (0:1) Whenever somebody moves, SW Side of door
  475. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  476. (1:113) and the triggering furre is not facing northeast (up and right),
  477.  
  478. (0:1) Whenever somebody moves, SW Side of door
  479. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  480. (1:113) and the triggering furre is not facing northeast (up and right),
  481.  
  482. (0:16) When a furre uses any object, SW Side of door
  483. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  484.  
  485. (0:1) Whenever somebody moves, from NE side of door
  486. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  487. (1:115) and the triggering furre is not facing southwest (down and left),
  488.  
  489. (0:1) Whenever somebody moves, from NE side of door
  490. (1:97) and the triggering furre (moved from/is standing in) effect 278 opening tall door
  491. (1:115) and the triggering furre is not facing southwest (down and left),
  492.  
  493. (0:16) When a furre uses any object, NE Side of door
  494. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  495.  
  496. (5:300) set variable %southeffect to the value 279
  497. (5:300) set variable %northeffect to the value 278
  498. (5:300) set variable %wallshape to the value 10
  499.  
  500.  
  501. * // this is NW/SE stuff
  502.  
  503. (0:1) Whenever somebody moves, SE Side of door
  504. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  505. (1:116) and the triggering furre is not facing northwest (up and left),
  506.  
  507. (0:1) Whenever somebody moves, SE Side of door
  508. (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
  509. (1:116) and the triggering furre is not facing northwest (up and left),
  510.  
  511. (0:16) When a furre uses any object, SE Side of door
  512. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  513.  
  514. (0:1) Whenever somebody moves, NW Side of door
  515. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  516. (1:114) and the triggering furre is not facing southeast (down and right),
  517.  
  518. (0:1) Whenever somebody moves, NW Side of door
  519. (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
  520. (1:114) and the triggering furre is not facing southeast (down and right),
  521.  
  522. (0:16) When a furre uses any object, NW Side of door
  523. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  524.  
  525. (5:300) set variable %southeffect to the value 208
  526. (5:300) set variable %northeffect to the value 207
  527.  
  528.  
  529. (0:1) Whenever somebody moves, SE Side of door
  530. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  531. (1:116) and the triggering furre is not facing northwest (up and left),
  532.  
  533. (0:1) Whenever somebody moves, SE Side of door
  534. (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
  535. (1:116) and the triggering furre is not facing northwest (up and left),
  536.  
  537. (0:16) When a furre uses any object, SE Side of door
  538. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  539.  
  540. (0:1) Whenever somebody moves, NW Side of door
  541. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  542. (1:114) and the triggering furre is not facing southeast (down and right),
  543.  
  544. (0:1) Whenever somebody moves, NW Side of door
  545. (1:97) and the triggering furre (moved from/is standing in) effect 272 opening tall door
  546. (1:114) and the triggering furre is not facing southeast (down and right),
  547.  
  548. (0:16) When a furre uses any object, NW Side of door
  549. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  550.  
  551. (5:300) set variable %southeffect to the value 273
  552. (5:300) set variable %northeffect to the value 272
  553. (5:300) set variable %wallshape to the value 10
  554.  
  555.  
  556.  
  557.  
  558. * // if animated is active, stack this close
  559.  
  560. (0:1) Whenever somebody moves, SE side of door
  561. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  562. (1:116) and the triggering furre is not facing northwest (up and left),
  563. (1:98) and position ($doorisanimated) has effect 125
  564.  
  565. (0:1) Whenever somebody moves, SE side of door
  566. (1:97) and the triggering furre (moved from/is standing in) effect 208 opening short door
  567. (1:116) and the triggering furre is not facing northwest (up and left),
  568. (1:98) and position ($doorisanimated) has effect 125
  569.  
  570. (0:1) Whenever somebody moves, SW side of door
  571. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  572. (1:113) and the triggering furre is not facing northeast (up and right),
  573. (1:98) and position ($doorisanimated) has effect 125
  574.  
  575. (0:1) Whenever somebody moves, SW side of door
  576. (1:97) and the triggering furre (moved from/is standing in) effect 214 opening short door
  577. (1:113) and the triggering furre is not facing northeast (up and right),
  578. (1:98) and position ($doorisanimated) has effect 125
  579.  
  580. (0:1) Whenever somebody moves, NE side of door
  581. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  582. (1:115) and the triggering furre is not facing southwest (down and left),
  583. (1:98) and position ($doorisanimated) has effect 125
  584.  
  585. (0:1) Whenever somebody moves, NE side of door
  586. (1:97) and the triggering furre (moved from/is standing in) effect 213 opening short door
  587. (1:115) and the triggering furre is not facing southwest (down and left),
  588. (1:98) and position ($doorisanimated) has effect 125
  589.  
  590. (0:1) Whenever somebody moves, NW Side of door
  591. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  592. (1:114) and the triggering furre is not facing southeast (down and right),
  593. (1:98) and position ($doorisanimated) has effect 125
  594.  
  595. (0:1) Whenever somebody moves, NW Side of door
  596. (1:97) and the triggering furre (moved from/is standing in) effect 207 opening short door
  597. (1:114) and the triggering furre is not facing southeast (down and right),
  598. (1:98) and position ($doorisanimated) has effect 125
  599.  
  600.  
  601. (0:1) Whenever somebody moves, SE side of door
  602. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  603. (1:116) and the triggering furre is not facing northwest (up and left),
  604. (1:98) and position ($doorisanimated) has effect 125
  605.  
  606. (0:1) Whenever somebody moves, SE side of door
  607. (1:97) and the triggering furre (moved from/is standing in) effect 273 opening tall door
  608. (1:116) and the triggering furre is not facing northwest (up and left),
  609. (1:98) and position ($doorisanimated) has effect 125
  610.  
  611. (0:1) Whenever somebody moves, SW side of door
  612. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  613. (1:113) and the triggering furre is not facing northeast (up and right),
  614. (1:98) and position ($doorisanimated) has effect 125
  615.  
  616. (0:1) Whenever somebody moves, SW side of door
  617. (1:97) and the triggering furre (moved from/is standing in) effect 279 opening tall door
  618. (1:113) and the triggering furre is not facing northeast (up and right),
  619. (1:98) and position ($doorisanimated) has effect 125
  620.  
  621. (0:1) Whenever somebody moves, NE side of door
  622. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  623. (1:115) and the triggering furre is not facing southwest (down and left),
  624. (1:98) and position ($doorisanimated) has effect 125
  625.  
  626. (0:1) Whenever somebody moves, NE side of door
  627. (1:97) and the triggering furre (moved from/is standing in) effect 278 open tall door
  628. (1:115) and the triggering furre is not facing southwest (down and left),
  629. (1:98) and position ($doorisanimated) has effect 125
  630.  
  631. (0:1) Whenever somebody moves, NW Side of door
  632. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  633. (1:114) and the triggering furre is not facing southeast (down and right),
  634. (1:98) and position ($doorisanimated) has effect 125
  635.  
  636. (0:1) Whenever somebody moves, NW Side of door
  637. (1:97) and the triggering furre (moved from/is standing in) effect 272 open tall door
  638. (1:114) and the triggering furre is not facing southeast (down and right),
  639. (1:98) and position ($doorisanimated) has effect 125
  640.  
  641. * // build the delay string, for delayed closing
  642.  
  643. (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}
  644. (5:278) remove the first 1 copies of {~retrigger} from message ~directcloser
  645. (5:258) take message ~directcloser and add message ~retrigger onto the end of it.
  646. (5:50) set countdown timer #delaydoorcloser to go off in 1 seconds.
  647.  
  648. * // delay closing check, if still animated? restart the timer
  649.  
  650. (0:50) When countdown timer #delaydoorcloser goes off,
  651. (1:98) and position ($doorisanimated) has effect 125
  652. (5:300) set variable %dodoorcloser to the value 0
  653. (5:50) set countdown timer #delaydoorcloser to go off in 1 seconds.
  654.  
  655. * // otherwise fetch our values and execute a close
  656.  
  657. (0:50) When countdown timer #delaydoorcloser goes off,
  658. (1:98) and position ($doorisanimated) has effect 124
  659. (1:76) and the length of message ~directcloser is greater than 0
  660.  
  661. (5:300) set variable %dodoorcloser to the value 1
  662.  
  663. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  664. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.x
  665. (5:278) remove the first 1 copies of {%wallpositiona.x } from message ~directcloser
  666.  
  667. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  668. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.y
  669. (5:278) remove the first 1 copies of {%wallpositiona.y } from message ~directcloser
  670.  
  671. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  672. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.x
  673. (5:278) remove the first 1 copies of {%wallpositionb.x } from message ~directcloser
  674.  
  675. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  676. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.y
  677. (5:278) remove the first 1 copies of {%wallpositionb.y } from message ~directcloser
  678.  
  679. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  680. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallshape
  681. (5:278) remove the first 1 copies of {%wallshape } from message ~directcloser
  682.  
  683. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  684. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.x
  685. (5:278) remove the first 1 copies of {%southposition.x } from message ~directcloser
  686.  
  687. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  688. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.y
  689. (5:278) remove the first 1 copies of {%southposition.y } from message ~directcloser
  690.  
  691. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  692. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southeffect
  693. (5:278) remove the first 1 copies of {%southeffect } from message ~directcloser
  694.  
  695. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  696. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.x
  697. (5:278) remove the first 1 copies of {%northposition.x } from message ~directcloser
  698.  
  699. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  700. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.y
  701. (5:278) remove the first 1 copies of {%northposition.y } from message ~directcloser
  702.  
  703. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directcloser}.
  704. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northeffect
  705. (5:278) remove the first 1 copies of {%northeffect END} from message ~directcloser
  706.  
  707.  
  708. * // trigger again to execute the close
  709.  
  710. (0:50) When countdown timer #delaydoorcloser goes off,
  711. (1:200) and variable %dodoorcloser is equal to 1
  712. (1:98) and position ($doorisanimated) has effect 124
  713.  
  714. * // conduct the door close if no other door is animated
  715.  
  716. (0:1) Whenever somebody moves, SE side of door
  717. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  718. (1:116) and the triggering furre is not facing northwest (up and left),
  719. (1:98) and position ($doorisanimated) has effect 124
  720.  
  721. (0:1) Whenever somebody moves, SW side of door
  722. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  723. (1:113) and the triggering furre is not facing northeast (up and right),
  724. (1:98) and position ($doorisanimated) has effect 124
  725.  
  726. (0:1) Whenever somebody moves, NE side of door
  727. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  728. (1:115) and the triggering furre is not facing southwest (down and left),
  729. (1:98) and position ($doorisanimated) has effect 124
  730.  
  731. (0:1) Whenever somebody moves, NW Side of door
  732. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  733. (1:114) and the triggering furre is not facing southeast (down and right),
  734. (1:98) and position ($doorisanimated) has effect 124
  735.  
  736.  
  737. (0:1) Whenever somebody moves, SE side of door
  738. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  739. (1:116) and the triggering furre is not facing northwest (up and left),
  740. (1:98) and position ($doorisanimated) has effect 124
  741.  
  742. (0:1) Whenever somebody moves, SW side of door
  743. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  744. (1:113) and the triggering furre is not facing northeast (up and right),
  745. (1:98) and position ($doorisanimated) has effect 124
  746.  
  747. (0:1) Whenever somebody moves, NE side of door
  748. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  749. (1:115) and the triggering furre is not facing southwest (down and left),
  750. (1:98) and position ($doorisanimated) has effect 124
  751.  
  752. (0:1) Whenever somebody moves, NW Side of door
  753. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  754. (1:114) and the triggering furre is not facing southeast (down and right),
  755. (1:98) and position ($doorisanimated) has effect 124
  756.  
  757.  
  758. * // trigger the door closing action, future will be direct only
  759.  
  760. (0:16) When a furre uses any object, SW Side of door
  761. (1:97) and the triggering furre (moved from/is standing in) effect 216 open short door
  762. (1:98) and position ($doorisanimated) has effect 124
  763.  
  764. (0:16) When a furre uses any object, SE Side of door
  765. (1:97) and the triggering furre (moved from/is standing in) effect 210 open short door
  766. (1:98) and position ($doorisanimated) has effect 124
  767.  
  768. (0:16) When a furre uses any object, NW Side of door
  769. (1:97) and the triggering furre (moved from/is standing in) effect 209 open short door
  770. (1:98) and position ($doorisanimated) has effect 124
  771.  
  772. (0:16) When a furre uses any object, NE Side of door
  773. (1:97) and the triggering furre (moved from/is standing in) effect 215 open short door
  774. (1:98) and position ($doorisanimated) has effect 124
  775.  
  776. (0:16) When a furre uses any object, SW Side of door
  777. (1:97) and the triggering furre (moved from/is standing in) effect 281 open tall door
  778. (1:98) and position ($doorisanimated) has effect 124
  779.  
  780. (0:16) When a furre uses any object, SE Side of door
  781. (1:97) and the triggering furre (moved from/is standing in) effect 275 open tall door
  782. (1:98) and position ($doorisanimated) has effect 124
  783.  
  784. (0:16) When a furre uses any object, NW Side of door
  785. (1:97) and the triggering furre (moved from/is standing in) effect 274 open tall door
  786. (1:98) and position ($doorisanimated) has effect 124
  787.  
  788. (0:16) When a furre uses any object, NE Side of door
  789. (1:97) and the triggering furre (moved from/is standing in) effect 280 open tall door
  790. (1:98) and position ($doorisanimated) has effect 124
  791.  
  792. (5:151) set location ($doorisanimated) to overlay effect 125
  793. (5:63) place wall shape %wallshape at (%wallpositiona).
  794. (5:63) place wall shape %wallshape at (%wallpositionb).
  795. (5:10) play sound 102 to every furre who can see (%southposition).
  796. (5:151) set location (%southposition) to overlay effect %southeffect
  797. (5:445) jump the animation of all copies of effect type %southeffect in the dream to step 2
  798. (5:10) play sound 102 to every furre who can see (%northposition).
  799. (5:151) set location (%northposition) to overlay effect %northeffect
  800. (5:445) jump the animation of all copies of effect type %northeffect in the dream to step 2
  801. (5:50) set countdown timer #doorcloser to go off in 1 seconds.
  802.  
  803.  
  804.  
  805. * // reset the door, handles either door, direct or remote
  806.  
  807. (0:50) When countdown timer #doorcloser goes off,
  808.  
  809. (5:151) set location ($doorisanimated) to overlay effect 124
  810. (3:1) everywhere on the whole map,
  811. (5:62) change wall shape 4 with texture 5 to shape 3 with texture 5
  812. (5:62) change wall shape 7 with texture 5 to shape 6 with texture 5
  813. (5:62) change wall shape 10 with texture 5 to shape 9 with texture 5
  814. (5:153) change effect 207 to effect 205
  815. (5:153) change effect 208 to effect 206
  816. (5:153) change effect 213 to effect 211
  817. (5:153) change effect 214 to effect 212
  818. (5:153) change effect 272 to effect 270 tall door
  819. (5:153) change effect 273 to effect 271 tall door
  820. (5:153) change effect 278 to effect 276 tall door
  821. (5:153) change effect 279 to effect 277 tall door
  822.  
  823.  
  824. * // if not opening the door, we teleporting
  825.  
  826. (0:66) When somebody (bumps into/moves through) wall shape 8 with texture 5 move through open door
  827.  
  828. (3:2) at position (%teleportto) on the map,
  829. (5:16) move any furre present to ($bouncethrough) if there's nobody already there.
  830. (3:2) at position (%teleportfrom) on the map,
  831. (5:16) move any furre present to (%teleportto) if there's nobody already there.
  832. (3:2) at position ($bouncethrough) on the map,
  833. (5:16) move any furre present to (%teleportfrom) if there's nobody already there.
  834. (3:3) within the diamond ($boouncearea),
  835. (5:201) emit message {Bounce coding error, whoops, sorry.} to any furre present.
  836.  
  837.  
  838.  
  839.  
  840.  
  841.  
  842.  
  843.  
  844. * // new system to handle direct region to region doors
  845. * // wall determines what type of door we hit, a teleport, (next), or direct
  846.  
  847. * // moving NE/NW means we need move to for effect and move from for object
  848. * // also means trigger wall is top wall, NE means ODD X
  849.  
  850. * // heading north, note eastern direction needs wall position adjustment
  851. * // lock verification installed
  852.  
  853. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  854. (1:200) and variable %authorized is equal to 1
  855. (1:13) and the triggering furre is facing northeast (up and right),
  856.  
  857. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  858. (1:200) and variable %authorized is equal to 1
  859. (1:13) and the triggering furre is facing northeast (up and right),
  860.  
  861. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  862. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  863. (5:302) take variable %wallpositiona.x and add 1 to it.
  864. (5:351) set variable %northposition to the X,Y position the triggering furre moved to.
  865. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  866.  
  867.  
  868. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  869. (1:200) and variable %authorized is equal to 1
  870. (1:16) and the triggering furre is facing northwest (up and left),
  871.  
  872. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  873. (1:200) and variable %authorized is equal to 1
  874. (1:16) and the triggering furre is facing northwest (up and left),
  875.  
  876. (5:350) set variable %southposition to the X,Y position the triggering furre (moved from/is standing at).
  877. (5:350) set variable %wallpositiona to the X,Y position the triggering furre (moved from/is standing at).
  878. (5:351) set variable %northposition to the X,Y position the triggering furre moved to.
  879. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  880.  
  881.  
  882. * // heading south, note eastern direction needs wall position adjustment
  883.  
  884. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  885. (1:200) and variable %authorized is equal to 1
  886. (1:14) and the triggering furre is facing southeast (down and right),
  887.  
  888. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  889. (1:200) and variable %authorized is equal to 1
  890. (1:14) and the triggering furre is facing southeast (down and right),
  891.  
  892. (5:351) set variable %southposition to the X,Y position the triggering furre moved to.
  893. (5:351) set variable %wallpositiona to the X,Y position the triggering furre moved to.
  894. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  895. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  896.  
  897.  
  898. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  899. (1:200) and variable %authorized is equal to 1
  900. (1:15) and the triggering furre is facing southwest (down and left),
  901.  
  902. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  903. (1:200) and variable %authorized is equal to 1
  904. (1:15) and the triggering furre is facing southwest (down and left),
  905.  
  906. (5:351) set variable %southposition to the X,Y position the triggering furre moved to.
  907. (5:351) set variable %wallpositiona to the X,Y position the triggering furre moved to.
  908. (5:302) take variable %wallpositiona.x and add 1 to it.
  909. (5:350) set variable %northposition to the X,Y position the triggering furre (moved from/is standing at).
  910. (5:301) copy the value of variable %wallpositiona into variable %wallpositionb
  911.  
  912.  
  913.  
  914. * // get the objects used for this action
  915.  
  916. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  917. (1:200) and variable %authorized is equal to 1
  918. (1:15) and the triggering furre is facing southwest (down and left),
  919.  
  920. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  921. (1:200) and variable %authorized is equal to 1
  922. (1:13) and the triggering furre is facing northeast (up and right),
  923.  
  924. (5:300) set variable %southeffect to the value 214
  925. (5:300) set variable %northeffect to the value 213
  926. (5:300) set variable %wallshape to the value 4
  927.  
  928. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  929. (1:200) and variable %authorized is equal to 1
  930. (1:15) and the triggering furre is facing southwest (down and left),
  931.  
  932. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  933. (1:200) and variable %authorized is equal to 1
  934. (1:13) and the triggering furre is facing northeast (up and right),
  935.  
  936. (5:300) set variable %southeffect to the value 214
  937. (5:300) set variable %northeffect to the value 213
  938. (5:300) set variable %wallshape to the value 7
  939.  
  940. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  941. (1:200) and variable %authorized is equal to 1
  942. (1:15) and the triggering furre is facing southwest (down and left),
  943.  
  944. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  945. (1:200) and variable %authorized is equal to 1
  946. (1:13) and the triggering furre is facing northeast (up and right),
  947.  
  948. (5:300) set variable %southeffect to the value 279
  949. (5:300) set variable %northeffect to the value 278
  950. (5:300) set variable %wallshape to the value 10
  951.  
  952. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  953. (1:200) and variable %authorized is equal to 1
  954. (1:14) and the triggering furre is facing southeast (down and right),
  955.  
  956. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  957. (1:200) and variable %authorized is equal to 1
  958. (1:16) and the triggering furre is facing northwest (up and left),
  959.  
  960. (5:300) set variable %southeffect to the value 208
  961. (5:300) set variable %northeffect to the value 207
  962. (5:300) set variable %wallshape to the value 4
  963.  
  964. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  965. (1:14) and the triggering furre is facing southeast (down and right),
  966.  
  967. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  968. (1:16) and the triggering furre is facing northwest (up and left),
  969.  
  970. (5:300) set variable %southeffect to the value 208
  971. (5:300) set variable %northeffect to the value 207
  972. (5:300) set variable %wallshape to the value 7
  973.  
  974. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  975. (1:200) and variable %authorized is equal to 1
  976. (1:14) and the triggering furre is facing southeast (down and right),
  977.  
  978. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  979. (1:200) and variable %authorized is equal to 1
  980. (1:16) and the triggering furre is facing northwest (up and left),
  981.  
  982. (5:300) set variable %southeffect to the value 273
  983. (5:300) set variable %northeffect to the value 272
  984. (5:300) set variable %wallshape to the value 10
  985.  
  986.  
  987. * // if animated is active, then stack the open, play 'choing' sound to player, set the delayed open
  988.  
  989. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  990. (1:200) and variable %authorized is equal to 1
  991. (1:13) and the triggering furre is facing northeast (up and right),
  992. (1:98) and position ($doorisanimated) has effect 125
  993.  
  994. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  995. (1:200) and variable %authorized is equal to 1
  996. (1:15) and the triggering furre is facing southwest (down and left),
  997. (1:98) and position ($doorisanimated) has effect 125
  998.  
  999. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1000. (1:200) and variable %authorized is equal to 1
  1001. (1:16) and the triggering furre is facing northwest (up and left),
  1002. (1:98) and position ($doorisanimated) has effect 125
  1003.  
  1004. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1005. (1:200) and variable %authorized is equal to 1
  1006. (1:14) and the triggering furre is facing southeast (down and right),
  1007. (1:98) and position ($doorisanimated) has effect 125
  1008.  
  1009.  
  1010. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1011. (1:13) and the triggering furre is facing northeast (up and right),
  1012. (1:98) and position ($doorisanimated) has effect 125
  1013.  
  1014. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1015. (1:15) and the triggering furre is facing southwest (down and left),
  1016. (1:98) and position ($doorisanimated) has effect 125
  1017.  
  1018. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1019. (1:16) and the triggering furre is facing northwest (up and left),
  1020. (1:98) and position ($doorisanimated) has effect 125
  1021.  
  1022. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1023. (1:14) and the triggering furre is facing southeast (down and right),
  1024. (1:98) and position ($doorisanimated) has effect 125
  1025.  
  1026.  
  1027. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1028. (1:200) and variable %authorized is equal to 1
  1029. (1:13) and the triggering furre is facing northeast (up and right),
  1030. (1:98) and position ($doorisanimated) has effect 125
  1031.  
  1032. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1033. (1:200) and variable %authorized is equal to 1
  1034. (1:15) and the triggering furre is facing southwest (down and left),
  1035. (1:98) and position ($doorisanimated) has effect 125
  1036.  
  1037. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1038. (1:200) and variable %authorized is equal to 1
  1039. (1:16) and the triggering furre is facing northwest (up and left),
  1040. (1:98) and position ($doorisanimated) has effect 125
  1041.  
  1042. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1043. (1:200) and variable %authorized is equal to 1
  1044. (1:14) and the triggering furre is facing southeast (down and right),
  1045. (1:98) and position ($doorisanimated) has effect 125
  1046.  
  1047. * // build the delay string, for delayed closing
  1048.  
  1049. (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}
  1050. (5:278) remove the first 1 copies of {~retrigger} from message ~directopener
  1051. (5:258) take message ~directopener and add message ~retrigger onto the end of it.
  1052. (5:8) play sound 27 to the triggering furre.
  1053. (5:50) set countdown timer #delaydooropener to go off in 1 seconds.
  1054.  
  1055.  
  1056.  
  1057. * // delay opening check, if still animated? restart the timer
  1058.  
  1059. (0:50) When countdown timer #delaydooropener goes off,
  1060. (1:98) and position ($doorisanimated) has effect 125
  1061. (5:300) set variable %dodooropener to the value 0
  1062. (5:50) set countdown timer #delaydooropener to go off in 1 seconds.
  1063.  
  1064. * // otherwise fetch our values and execute an open
  1065.  
  1066. (0:50) When countdown timer #delaydooropener goes off,
  1067. (1:98) and position ($doorisanimated) has effect 124
  1068. (1:76) and the length of message ~directopener is greater than 0
  1069.  
  1070. (5:300) set variable %dodooropener to the value 1
  1071.  
  1072. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1073. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.x
  1074. (5:278) remove the first 1 copies of {%wallpositiona.x } from message ~directopener
  1075.  
  1076. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1077. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositiona.y
  1078. (5:278) remove the first 1 copies of {%wallpositiona.y } from message ~directopener
  1079.  
  1080. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1081. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.x
  1082. (5:278) remove the first 1 copies of {%wallpositionb.x } from message ~directopener
  1083.  
  1084. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1085. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallpositionb.y
  1086. (5:278) remove the first 1 copies of {%wallpositionb.y } from message ~directopener
  1087.  
  1088. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1089. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %wallshape
  1090. (5:278) remove the first 1 copies of {%wallshape } from message ~directopener
  1091.  
  1092. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1093. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.x
  1094. (5:278) remove the first 1 copies of {%southposition.x } from message ~directopener
  1095.  
  1096. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1097. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southposition.y
  1098. (5:278) remove the first 1 copies of {%southposition.y } from message ~directopener
  1099.  
  1100. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1101. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %southeffect
  1102. (5:278) remove the first 1 copies of {%southeffect } from message ~directopener
  1103.  
  1104. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1105. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.x
  1106. (5:278) remove the first 1 copies of {%northposition.x } from message ~directopener
  1107.  
  1108. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1109. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northposition.y
  1110. (5:278) remove the first 1 copies of {%northposition.y } from message ~directopener
  1111.  
  1112. (5:605) memorize that the PhoenixSpeak info {convert} about this dream will now be {~directopener}.
  1113. (5:612) remember the PhoenixSpeak info {convert} about this dream, and put it in variable %northeffect
  1114. (5:278) remove the first 1 copies of {%northeffect END} from message ~directopener
  1115.  
  1116.  
  1117. * // trigger again to execute the open
  1118.  
  1119. (0:50) When countdown timer #delaydooropener goes off,
  1120. (1:200) and variable %dodooropener is equal to 1
  1121. (1:98) and position ($doorisanimated) has effect 124
  1122.  
  1123. * // execute the opening action
  1124.  
  1125. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1126. (1:200) and variable %authorized is equal to 1
  1127. (1:13) and the triggering furre is facing northeast (up and right),
  1128. (1:98) and position ($doorisanimated) has effect 124
  1129.  
  1130. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1131. (1:200) and variable %authorized is equal to 1
  1132. (1:15) and the triggering furre is facing southwest (down and left),
  1133. (1:98) and position ($doorisanimated) has effect 124
  1134.  
  1135. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1136. (1:200) and variable %authorized is equal to 1
  1137. (1:16) and the triggering furre is facing northwest (up and left),
  1138. (1:98) and position ($doorisanimated) has effect 124
  1139.  
  1140. (0:66) When somebody (bumps into/moves through) wall shape 9 with texture 5 tall door
  1141. (1:200) and variable %authorized is equal to 1
  1142. (1:14) and the triggering furre is facing southeast (down and right),
  1143. (1:98) and position ($doorisanimated) has effect 124
  1144.  
  1145.  
  1146. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1147. (1:13) and the triggering furre is facing northeast (up and right),
  1148. (1:98) and position ($doorisanimated) has effect 124
  1149.  
  1150. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1151. (1:15) and the triggering furre is facing southwest (down and left),
  1152. (1:98) and position ($doorisanimated) has effect 124
  1153.  
  1154. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1155. (1:16) and the triggering furre is facing northwest (up and left),
  1156. (1:98) and position ($doorisanimated) has effect 124
  1157.  
  1158. (0:66) When somebody (bumps into/moves through) wall shape 6 with texture 5 short door
  1159. (1:14) and the triggering furre is facing southeast (down and right),
  1160. (1:98) and position ($doorisanimated) has effect 124
  1161.  
  1162.  
  1163. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1164. (1:200) and variable %authorized is equal to 1
  1165. (1:13) and the triggering furre is facing northeast (up and right),
  1166. (1:98) and position ($doorisanimated) has effect 124
  1167.  
  1168. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1169. (1:200) and variable %authorized is equal to 1
  1170. (1:15) and the triggering furre is facing southwest (down and left),
  1171. (1:98) and position ($doorisanimated) has effect 124
  1172.  
  1173. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1174. (1:200) and variable %authorized is equal to 1
  1175. (1:16) and the triggering furre is facing northwest (up and left),
  1176. (1:98) and position ($doorisanimated) has effect 124
  1177.  
  1178. (0:66) When somebody (bumps into/moves through) wall shape 3 with texture 5 short door
  1179. (1:200) and variable %authorized is equal to 1
  1180. (1:14) and the triggering furre is facing southeast (down and right),
  1181. (1:98) and position ($doorisanimated) has effect 124
  1182.  
  1183.  
  1184. (5:151) set location ($doorisanimated) to overlay effect 125
  1185. (5:65) place wall shape %wallshape with texture 5 at (%wallpositiona).
  1186. (5:65) place wall shape %wallshape with texture 5 at (%wallpositionb).
  1187. (5:10) play sound 3 to every furre who can see (%southposition).
  1188. (5:151) set location (%southposition) to overlay effect %southeffect
  1189. (5:445) jump the animation of all copies of effect type %southeffect in the dream to step 3
  1190. (5:10) play sound 3 to every furre who can see (%northposition).
  1191. (5:151) set location (%northposition) to overlay effect %northeffect
  1192. (5:445) jump the animation of all copies of effect type %northeffect in the dream to step 3
  1193. (5:50) set countdown timer #doordeanimator to go off in 1 seconds.
  1194.  
  1195.  
  1196. * // reset the door
  1197.  
  1198. (0:50) When countdown timer #doordeanimator goes off,
  1199.  
  1200. (5:151) set location ($doorisanimated) to overlay effect 124
  1201. (3:1) everywhere on the whole map,
  1202. (5:62) change wall shape 4 with texture 5 to shape 5 with texture 5
  1203. (5:62) change wall shape 7 with texture 5 to shape 8 with texture 5
  1204. (5:62) change wall shape 10 with texture 5 to shape 11 with texture 5
  1205. (5:153) change effect 207 to effect 209 open short door
  1206. (5:153) change effect 208 to effect 210 open short door
  1207. (5:153) change effect 213 to effect 215 open short door
  1208. (5:153) change effect 214 to effect 216 open short door
  1209. (5:153) change effect 272 to effect 274 open tall door
  1210. (5:153) change effect 273 to effect 275 open tall door
  1211. (5:153) change effect 278 to effect 280 open tall door
  1212. (5:153) change effect 279 to effect 281 open tall door
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