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Wiren

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May 25th, 2018
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  1. Player First
  2. (0:71) When someone stays in the same square for 3 seconds,
  3. (1:630) and the PhoenixSpeak info {battlestatus} about the triggering player contains {wait-speed} somewhere within it,
  4. (1:600) and the PhoenixSpeak info {wait-timer} about the triggering player is equal to 0,
  5. (1:630) and the PhoenixSpeak info {status} about the triggering player contains {ai-battle} somewhere within it,
  6. (1:630) and the PhoenixSpeak info {battlestatus} about the triggering player contains {wait-speed} somewhere within it,
  7. (1:613) and the PhoenixSpeak info {speedcalc} about the player named {[furre]} is less than 0,
  8.  
  9. Load Move Index
  10. (5:250) set message ~battlemessage to {[1 100 40 1 100 1] [2 100 50 111 100 2] [3 85 15 155 85 3] [4 85 18 155 85 4] [5 85 80 1 85 5] [6 100 40 806 100 6] [7 100 75 4 10 7] [8 100 75 5 10 8] [9 100 75 6 10 9] [10 100 40 1 100 10] [11 100 55 1 100 11] [12 30 0 171 0 12] [13 100 80 161 100 13] [14 0 0 12 0 14] [15 95 50 1 95 15] [16 100 40 812 100 16] [17 100 60 1 100 17] [18 0 0 998 0 18] [19 95 90 802 95 19] [20 85 15 140 100 20] [21 75 80 1 75 21] [22 100 45 1 100 22] [23 100 65 180 30 23] [24 100 30 152 100 24] [25 75 120 1 75 25] [26 95 100 121 95 26] [27 85 60 180 30 27] [28 100 0 91 0 28]}.
  11. (5:257) take message ~battlemessage and add { [29 100 70 180 30 29] [30 100 65 1 100 30] [31 85 15 155 85 31] [32 30 0 171 0 32] [33 100 50 1 100 33] [34 100 85 6 30 34] [35 90 15 140 100 35] [36 85 90 124 85 36] [37 100 120 6 100 37] [38 100 120 123 100 38] [39 100 0 71 0 39] [40 100 15 3 30 40] [41 100 25 152 20 41] [42 95 25 155 95 42] [43 100 0 71 0 43] [44 100 60 180 30 44] [45 100 0 61 0 45] [46 0 0 998 0 46] [47 55 0 2 0 47] [48 55 0 7 0 48] [49 90 20 172 90 49] [50 100 0 801 0 50] [51 100 40 71 10 51] [52 100 40 4 10 52] [53 100 90 4 10 53] [54 0 0 805 0 54] [55 100 40 1 100 55] [56 80 110 1 80 56]} onto the end of it.
  12. (5:257) take message ~battlemessage and add { [57 100 90 814 100 57] [58 100 90 5 10 58] [59 70 110 5 10 59] [60 100 65 7 10 60] [61 100 65 81 10 61] [62 100 65 61 10 62] [63 90 150 161 90 63] [64 100 35 1 100 64] [65 100 80 1 100 65] [66 80 80 124 80 66] [67 100 100 1 100 67] [68 100 0 177 0 68] [69 100 0 175 0 69] [70 100 80 1 100 70] [71 100 20 134 100 71] [72 100 40 134 100 72] [73 90 0 133 0 73] [74 0 0 11 0 74] [75 95 55 111 95 75] [76 100 120 161 100 76] [77 75 0 3 0 77] [78 75 0 6 0 78] [79 75 0 2 0 79] [80 100 120 6 100 80] [81 95 0 81 0 81] [82 100 40 174 100 82] [83 85 35 140 100 83]} onto the end of it.
  13. (5:257) take message ~battlemessage and add { [84 100 40 6 10 84] [85 100 90 6 10 85] [86 100 0 6 0 86] [87 70 110 6 30 87] [88 90 50 1 90 88] [89 100 100 813 100 89] [90 30 0 171 0 90] [91 100 80 803 100 91] [92 90 0 3 0 92] [93 100 50 7 10 93] [94 100 90 71 10 94] [95 60 0 2 0 95] [96 0 0 11 0 96] [97 0 0 32 0 97] [98 100 40 1 100 98] [99 100 20 13 100 99] [100 0 0 999 0 100] [101 100 0 175 0 101] [102 0 0 10 0 102] [103 85 0 72 0 103] [104 0 0 41 0 104] [105 0 0 131 0 105] [106 0 0 21 0 106] [107 0 0 42 0 107] [108 100 0 91 0 108] [109 100 0 7 0 109] [110 0 0 21 0 110] [111 0 0 21 0 111]} onto the end of it.
  14. (5:257) take message ~battlemessage and add { [112 0 0 22 0 112] [113 0 0 195 0 113] [114 0 0 135 0 114] [115 0 0 191 0 115] [116 0 0 111 0 116] [117 0 0 162 0 117] [118 0 0 809 0 118] [119 0 0 10 0 119] [120 100 200 9 100 120] [121 75 100 1 75 121] [122 100 30 6 30 122] [123 70 30 3 40 123] [124 100 65 3 30 124] [125 85 65 180 10 125] [126 85 110 4 10 126] [127 100 80 180 20 127] [128 85 35 140 100 128] [129 0 60 8 0 129] [130 100 130 163 100 130] [131 100 20 155 100 131] [132 100 10 81 10 132] [133 0 0 22 0 133] [134 80 0 91 0 134] [135 0 0 131 0 135] [136 90 130 121 90 136] [137 100 0 6 0 137]} onto the end of it.
  15. (5:257) take message ~battlemessage and add { [138 100 100 136 100 138] [139 90 0 3 0 139] [140 85 15 155 85 140] [141 100 20 134 100 141] [142 75 0 2 0 142] [143 90 140 164 30 143] [144 0 0 800 0 144] [145 100 40 81 10 145] [146 100 70 7 20 146] [147 100 0 2 0 147] [148 100 0 91 0 148] [149 100 0 176 0 149] [150 0 0 0 0 150] [151 0 0 22 0 151] [152 90 100 111 90 152] [153 100 250 9 100 153] [154 80 18 155 80 154] [155 90 50 152 90 155] [156 0 0 132 0 156] [157 90 75 180 30 157] [158 90 80 180 10 158] [159 0 0 11 0 159] [160 0 + 808 0 160] [161 100 80 807 20 161] [162 90 0 178 0 162] } onto the end of it.
  16. (5:257) take message ~battlemessage and add { [163 100 70 111 100 163] [164 0 0 0 0 164] [165 0 50 124 0 165]} onto the end of it.
  17. (5:613) pull PhoenixSpeak info {optionselect} about the triggering player, and put it in message ~battlemessageset.
  18. (5:282) set variable %move to the first number in ~battlemessageset.
  19. (5:283) set variable %grouplookupdelete to the total number of characters before {[%move} appears in message ~battlemessage (or zero if not found).
  20. (5:274) chop off the beginning of message ~battlemessageset, removing the first %grouplookupdelete characters of it.
  21. (5:284) set variable %grouplookupdelete to the total number of characters after the first place {%move]} appears in message ~battlemessage (or zero if not found).
  22. (5:273) chop off the end of message ~battlemessage, removing the last %grouplookupdelete characters of it.
  23.  
  24. Set Accuracy
  25. (5:282) set variable %accuracy to the first number in ~battlemessage.
  26. (5:278) remove the first 1 copies of {%accuracy} from message ~battlemessage.
  27. (5:610) pull PhoenixSpeak info {currentaccuracysubtract} about the triggering player, and put it in variable %accuracysubtract.
  28. (5:304) take variable %accuracy and subtract %accuracysubtract from it.
  29.  
  30. Set Enemy Evasion
  31. (5:610) pull PhoenixSpeak info {currentenemyevasion} about the triggering player, and put it in variable %devasion.
  32. (5:302) take variable %devasion and add 10 to it.
  33.  
  34. Evasion Roll
  35. (5:312) set variable %evasionroll to the total of rolling 1 dice with 30 sides plus %accuracy.
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