SHARE
TWEET

Untitled

a guest May 19th, 2017 42 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1.  
  2. *Assign Variable Number (I just put something random. Doesn't matter)
  3. (0:0) When everything is starting up,
  4.             (5:301) copy the value of variable %countdown into variable 88
  5.  
  6.  
  7. *When 10 Minutes Go By start the 30 second countdown
  8. (0:100) When 600 seconds have passed, offset by 0,
  9.             (5:50) set countdown timer %countdown to go off in 30 seconds.
  10.  
  11. (0:19) When somebody uses object type 0,
  12.    (1:94) and timer %countdown is still counting down,
  13.    (1:18) and the triggering furre (moved from/is standing at) object type 3079,
  14.             (5:312) set variable %corral to the total of rolling 1 dice with 100 sides plus 0.
  15.  
  16. (0:19) When somebody uses object type 0,
  17.    (1:94) and timer %countdown is still counting down,
  18.    (1:18) and the triggering furre (moved from/is standing at) object type 3079,
  19.    (1:201) and variable %corral is more than 60,
  20.    (1:202) and variable %corral is less than 101,
  21.             (5:200) emit message {Daggunit, it got away!} to the triggering furre.
  22.             (5:8) play sound 36 to the triggering furre.
  23.  
  24. (0:19) When somebody uses object type 0,
  25.    (1:94) and timer %countdown is still counting down,
  26.    (1:18) and the triggering furre (moved from/is standing at) object type 3084,
  27.       (3:5) where the triggering furre is at, not moving,
  28.             (5:4) place object type 0.
  29.  
  30. (0:19) When somebody uses object type 0,
  31.    (1:94) and timer %countdown is still counting down,
  32.    (1:18) and the triggering furre (moved from/is standing at) object type 3084,
  33.    (1:201) and variable %corral is more than 10,
  34.    (1:202) and variable %corral is less than 61,
  35.             (5:200) emit message {+1 Crawdad!} to the triggering furre.
  36.             (5:8) play sound 36 to the triggering furre.
  37.             (5:612) remember the PhoenixSpeak info {live_score} about this dream, and put it in variable %score
  38.             (5:302) take variable %score and add 1 to it.
  39.             (5:602) memorize that the PhoenixSpeak info {live_score} about this dream will now be %score
  40.             (5:605) memorize that the PhoenixSpeak info {live_scorer} about this dream will now be {[furre]}.
  41.  
  42.  
  43. *Check if their score it the high score
  44. (0:50) When countdown timer %countdown goes off,
  45.             (5:612) remember the PhoenixSpeak info {live_score} about this dream, and put it in variable %scorecheck
  46.             (5:612) remember the PhoenixSpeak info {high_score} about this dream, and put it in variable %highcheck
  47.  
  48. (0:50) When countdown timer %countdown goes off,
  49.    (1:204) and variable %scorecheck is more than variable %highcheck
  50.             (5:602) memorize that the PhoenixSpeak info {high_score} about this dream will now be %scorecheck
  51.             (5:605) memorize that the PhoenixSpeak info {high_scorer} about this dream will now be {$dream.live_scorer}.
  52.  
  53.  
  54. (0:50) When countdown timer %countdown goes off,
  55.    (1:204) and variable %scorecheck is more than variable %highcheck
  56. *SET THESE TO YOUR GAME AREA!
  57.       (3:4) within the rectangle (#,#) - (#,#),
  58.             (5:201) emit message {$dream.live_scorer got the new high score with %scorecheck points!} to any furre present.
  59.  
  60.  
  61. (0:50) When countdown timer %countdown goes off,
  62.             (5:632) forget the PhoenixSpeak info {live_score} about this dream.
  63.             (5:632) forget the PhoenixSpeak info {live_scorer} about this dream.
  64.             (5:301) copy the value of variable %scorecheck into variable 0
  65.             (5:301) copy the value of variable %highcheck into variable 0
  66.  
  67. *Move People OUT
  68.  
  69. (0:50) When countdown timer %countdown goes off,
  70. *SET THESE TO YOUR GAME AREA!
  71.       (3:4) within the rectangle (#,#) - (#,#),
  72. *SET THIS TO WHERE YOU WANT PEOPLE TO MOVE TO
  73.             (5:17) move any furre present to (#,#), or to someplace nearby if it's occupied.
  74.  
  75.  
  76. *SET TO OBJECT YOU WANT TO TELL HIGH SCORE
  77. (0:3) When somebody moves into object type #,
  78.             (5:200) emit message {The high score holder is $dream.high_scorer with $dream.high_score points!} to the triggering furre.
RAW Paste Data
Top