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Mr_Dinnertime

Jedi Academy (Makermodule) - Script Switcher [Part 2]

Apr 12th, 2016
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  1. // Construction - All Maps - Transport
  2. EVALSET 9[0] "$_NEXT$ 9[1]; $_PREV$ 9[5]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Build; ECHO $0[d]$MultitroopTransport_Build"
  3. EVALSET 9[1] "$_NEXT$ 9[2]; $_PREV$ 9[0]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Door_Up; ECHO $0[d]$MultitroopTransport_Door_Up"
  4. EVALSET 9[2] "$_NEXT$ 9[3]; $_PREV$ 9[2]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Door_Down; ECHO $0[d]$MultitroopTransport_Door_Down"
  5. EVALSET 9[3] "$_NEXT$ 9[4]; $_PREV$ 9[3]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Ramp_Up; ECHO $0[d]$MultitroopTransport_Ramp_Up"
  6. EVALSET 9[4] "$_NEXT$ 9[5]; $_PREV$ 9[3]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Ramp_Down; ECHO $0[d]$MultitroopTransport_Ramp_Down"
  7. EVALSET 9[5] "$_NEXT$ 9[0]; $_PREV$ 9[4]; $_ACTN$ VSTR 4[4]; ECHO Go Back"
  8.  
  9. // Construction - Map Specific - T2_Trip
  10. EVALSET a[0] "$_NEXT$ a[1]; $_PREV$ a[2]; $_ACTN$ VSTR b[0]; ECHO $0[f]$"
  11. EVALSET a[1] "$_NEXT$ a[2]; $_PREV$ a[0]; $_ACTN$ VSTR c[0]; ECHO $0[g]$"
  12. EVALSET a[2] "$_NEXT$ a[0]; $_PREV$ a[1]; $_ACTN$ VSTR 3[1]; ECHO Go Back"
  13.  
  14. // Construction - Map Specific - T2_Trip - Buildings
  15. EVALSET b[0] "$_NEXT$ b[1]; $_PREV$ b[2]; $_ACTN$ EXEC $0[f]$Fort_Objects_Part_1; ECHO $0[f]$Fort_Objects_Part_1"
  16. EVALSET b[1] "$_NEXT$ b[2]; $_PREV$ b[0]; $_ACTN$ EXEC $0[f]$LectureHall;ECHO $0[f]$LectureHall"
  17. EVALSET b[2] "$_NEXT$ b[0]; $_PREV$ b[1]; $_ACTN$ VSTR a[0]; ECHO Go Back"
  18.  
  19. // Construction - Map Specific - T2_Trip - Rooms
  20. EVALSET c[0] "$_NEXT$ c[1]; $_PREV$ c[1]; $_ACTN$ EXEC $0[g]$Market_Cybernetics; ECHO $0[g]$Market_Cybernetics"
  21. EVALSET c[1] "$_NEXT$ c[0]; $_PREV$ c[0]; $_ACTN$ VSTR a[1]; ECHO Go Back"
  22.  
  23. // Destruction
  24. EVALSET d[0] "$_NEXT$ d[1]; $_PREV$ d[4]; $_ACTN$ VSTR e[0]; ECHO $0[h]$"
  25. EVALSET d[1] "$_NEXT$ d[2]; $_PREV$ d[0]; $_ACTN$ VSTR f[0]; ECHO $0[i]$"
  26. EVALSET d[2] "$_NEXT$ d[3]; $_PREV$ d[1]; $_ACTN$ VSTR g[0]; ECHO $0[j]$"
  27. EVALSET d[3] "$_NEXT$ d[4]; $_PREV$ d[2]; $_ACTN$ VSTR h[0]; ECHO $0[k]$"
  28. EVALSET d[4] "$_NEXT$ d[0]; $_PREV$ d[3]; $_ACTN$ VSTR 1[2]; ECHO Go Back"
  29.  
  30. // Destruction - Annoyances
  31. EVALSET e[0] "$_NEXT$ e[1]; $_PREV$ e[2]; $_ACTN$ EXEC $0[h]$Teleport_Spectated_Target_To_Void; ECHO $0[h]$Teleport_Spectated_Target_To_Void"
  32. EVALSET e[1] "$_NEXT$ e[2]; $_PREV$ e[0]; $_ACTN$ EXEC $0[h]$Teleport_Target_To_Void; ECHO $0[h]$Teleport_Target_To_Void"
  33. EVALSET e[2] "$_NEXT$ e[0]; $_PREV$ e[1]; $_ACTN$ VSTR d[0]; ECHO Go Back"
  34.  
  35. // Destruction - Admin Obs
  36. EVALSET f[0] "$_NEXT$ f[1]; $_PREV$ f[3]; $_ACTN$ EXEC $0[i]$Kill_PlayerById; ECHO $0[i]$Kill_PlayerById"
  37. EVALSET f[1] "$_NEXT$ f[2]; $_PREV$ f[0]; $_ACTN$ EXEC $0[i]$Resurrect_PlayerById; ECHO $0[i]$Resurrect_PlayerById"
  38. EVALSET f[2] "$_NEXT$ f[3]; $_PREV$ f[1]; $_ACTN$ EXEC $0[i]$Resurrect_Self; ECHO EXEC $0[i]$Resurrect_Self"
  39. EVALSET f[3] "$_NEXT$ f[0]; $_PREV$ f[2]; $_ACTN$ VSTR d[1]; ECHO Go Back"
  40.  
  41. // Destruction - Boosts
  42. EVALSET g[0] "$_NEXT$ g[1]; $_PREV$ g[3]; $_ACTN$ EXEC $0[j]$Energy_Shield; ECHO $0[j]$Energy_Shield
  43. EVALSET g[1] "$_NEXT$ g[2]; $_PREV$ g[0]; $_ACTN$ EXEC $0[j]$Power_Down; ECHO $0[j]$Power_Down"
  44. EVALSET g[2] "$_NEXT$ g[3]; $_PREV$ g[1]; $_ACTN$ EXEC $0[j]$Power_Up; ECHO $0[j]$Power_Up"
  45. EVALSET g[3] "$_NEXT$ g[0]; $_PREV$ g[2]; $_ACTN$ VSTR d[2]; ECHO Go Back"
  46.  
  47. // Destruction - Damaging
  48. EVALSET h[0] "$_NEXT$ h[1]; $_PREV$ h[a]; $_ACTN$ EXEC $0[k]$ChargedLightning; ECHO $0[k]$ChargedLightning"
  49. EVALSET h[1] "$_NEXT$ h[2]; $_PREV$ h[0]; $_ACTN$ EXEC $0[k]$Conjure_Lightning; ECHO $0[k]$Conjure_Lightning"
  50. EVALSET h[2] "$_NEXT$ h[3]; $_PREV$ h[1]; $_ACTN$ EXEC $0[k]$CreateMassNpcs; ECHO $0[k]$CreateMassNpcs"
  51. EVALSET h[3] "$_NEXT$ h[4]; $_PREV$ h[2]; $_ACTN$ EXEC $0[k]$FinalAtonement; ECHO $0[k]$FinalAtonement"
  52. EVALSET h[4] "$_NEXT$ h[5]; $_PREV$ h[3]; $_ACTN$ EXEC $0[k]$KiBlast; ECHO $0[k]$KiBlast"
  53. EVALSET h[5] "$_NEXT$ h[6]; $_PREV$ h[4]; $_ACTN$ EXEC $0[k]$Kill_Spectated_Target; ECHO $0[k]$Kill_Spectated_Target"
  54. EVALSET h[6] "$_NEXT$ h[7]; $_PREV$ h[5]; $_ACTN$ EXEC $0[k]$Original_AreaOfEffect; ECHO $0[k]$Original_AreaOfEffect"
  55. EVALSET h[7] "$_NEXT$ h[8]; $_PREV$ h[6]; $_ACTN$ EXEC $0[k]$SonicShriek; ECHO $0[k]$SonicShriek"
  56. EVALSET h[8] "$_NEXT$ h[9]; $_PREV$ h[7]; $_ACTN$ EXEC $0[k]$Z-Fighting; ECHO $0[k]$Z-Fighting"
  57. EVALSET h[9] "$_NEXT$ h[a]; $_PREV$ h[8]; $_ACTN$ VSTR i[0]; ECHO $0[l]$"
  58. EVALSET h[a] "$_NEXT$ h[0]; $_PREV$ h[9]; $_ACTN$ VSTR d[3]; ECHO Go Back"
  59.  
  60. // Destruction - Damaging - Havoc Cannon
  61. EVALSET i[0] "$_NEXT$ i[1]; $_PREV$ i[3]; $_ACTN$ EXEC $0[l]$HC/Build_Cannon; ECHO $0[l]$HC/Build_Cannonn"
  62. EVALSET i[1] "$_NEXT$ i[2]; $_PREV$ i[0]; $_ACTN$ EXEC $0[l]$HC/Fire_Burst; ECHO $0[l]$HC/Fire_Burst"
  63. EVALSET i[2] "$_NEXT$ i[3]; $_PREV$ i[1]; $_ACTN$ EXEC $0[l]$HC/Fire_Nuke_Part_1; ECHO $0[l]$HC/Fire_Nuke_Part_1"
  64. EVALSET i[3] "$_NEXT$ i[0]; $_PREV$ i[2]; $_ACTN$ VSTR h[9]; ECHO Go Back"
  65.  
  66. // Reinforcements
  67. EVALSET j[0] "$_NEXT$ j[1]; $_PREV$ j[9]; $_ACTN$ EXEC $0[3]$Single_Jedi_Master; ECHO $0[3]$Single_Jedi_Master"
  68. EVALSET j[1] "$_NEXT$ j[2]; $_PREV$ j[0]; $_ACTN$ EXEC $0[3]$Single_Glider; ECHO $0[3]$Single_Glider"
  69. EVALSET j[2] "$_NEXT$ j[3]; $_PREV$ j[1]; $_ACTN$ EXEC $0[3]$Single_Minemonster; ECHO $0[3]$Single_Minemonster"
  70. EVALSET j[3] "$_NEXT$ j[4]; $_PREV$ j[2]; $_ACTN$ EXEC $0[3]$Single_Ragnos; ECHO $0[3]$Single_Ragnos"
  71. EVALSET j[4] "$_NEXT$ j[5]; $_PREV$ j[3]; $_ACTN$ EXEC $0[3]$Single_Storm_Commander; ECHO $0[3]$Single_Storm_Commander"
  72. EVALSET j[5] "$_NEXT$ j[6]; $_PREV$ j[4]; $_ACTN$ EXEC $0[3]$Single_Storm_Officer; ECHO $0[3]$Single_Storm_Officer"
  73. EVALSET j[6] "$_NEXT$ j[7]; $_PREV$ j[5]; $_ACTN$ EXEC $0[3]$Single_Storm_Rocket; ECHO $0[3]$Single_Storm_Rocket"
  74. EVALSET j[7] "$_NEXT$ j[8]; $_PREV$ j[6]; $_ACTN$ EXEC $0[3]$Single_Stormtrooper; ECHO $0[3]$Single_Stormtrooper"
  75. EVALSET j[8] "$_NEXT$ j[9]; $_PREV$ j[7]; $_ACTN$ EXEC $0[3]$Single_Wookiee; ECHO $0[3]$Single_Wookiee"
  76. EVALSET j[9] "$_NEXT$ j[0]; $_PREV$ j[8]; $_ACTN$ VSTR 1[3]; ECHO Go Back"
  77.  
  78. // Saber Combat
  79. EVALSET k[0] "$_NEXT$ k[1]; $_PREV$ k[2]; $_ACTN$ EXEC $0[4]$BypassSaberLock; ECHO $0[4]$BypassSaberLock"
  80. EVALSET k[1] "$_NEXT$ k[2]; $_PREV$ k[0]; $_ACTN$ EXEC $0[4]$FastStanceLunge; ECHO $0[4]$FastStanceLunge"
  81. EVALSET k[2] "$_NEXT$ k[0]; $_PREV$ k[1]; $_ACTN$ VSTR 1[4]; ECHO Go Back"
  82.  
  83. // Utilities
  84. EVALSET l[0] "$_NEXT$ l[1]; $_PREV$ l[3]; $_ACTN$ EXEC $0[5]$TeleportToSpawn; ECHO $0[5]$TeleportToSpawn"
  85. EVALSET l[1] "$_NEXT$ l[2]; $_PREV$ l[0]; $_ACTN$ EXEC $0[5]$TeleportToTarget; ECHO $0[5]$TeleportToTarget"
  86. EVALSET l[2] "$_NEXT$ l[3]; $_PREV$ l[1]; $_ACTN$ VSTR m[0]; ECHO $0[m]$"
  87. EVALSET l[3] "$_NEXT$ l[0]; $_PREV$ l[2]; $_ACTN$ VSTR 1[5]; ECHO Go Back"
  88.  
  89. // Utilities - Config
  90. EVALSET m[0] "$_NEXT$ m[1]; $_PREV$ m[2]; $_ACTN$ EXEC $0[m]$Graphics_High; ECHO $0[m]$Graphics_High"
  91. EVALSET m[1] "$_NEXT$ m[2]; $_PREV$ m[0]; $_ACTN$ EXEC $0[m]$Graphics_Low; ECHO $0[m]$Graphics_Low"
  92. EVALSET m[2] "$_NEXT$ m[0]; $_PREV$ m[1]; $_ACTN$ VSTR l[2]; ECHO Go Back"
  93.  
  94. VSTR 1[0]
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