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- DSPK V04.00 Furcadia
- New Dragonspeak Script
- Created by Deeter
- **FIGHTING**
- CODE BY DUEL (C) ON WEBSITE
- **SETUP**
- (0:0) When everything is starting up,
- (5:300) set variable %fight to the value 0.
- (5:300) set variable %locale to the value 0.
- (5:300) set variable %bear to the value 100.
- (5:300) set variable %player to the value 100.
- (5:300) set variable %wins to the value 0.
- (5:300) set variable %losses to the value 0.
- **THE GRIZZLY ATTACK**
- (0:3) When somebody moves into object type 1018,
- (5:200) {<B>The Grizzly Bear roars in anger and stands up, facing towards you.</b>}
- (5:200) {Press f3 to attack - or will you cower and run in fear?}
- **THE FIGHT ITSELF, DON'T FIDDLE WITH IT UNLESS YOU KNOW WHAT YOU'RE DOING.**
- (0:19) When somebody uses object type 0,
- (1:18) and the triggering furre (moved from/is standing at) object type 1018,
- (1:200) and variable %fight is equal to 0,
- (5:300) set variable %fight to the value 1.
- (5:350) set variable %locale to the X,Y position the triggering furre (moved from/is standing at).
- (5:200) {You made the first move! The fight begins!}
- (0:19) When somebody uses object type 0,
- (1:18) and the triggering furre (moved from/is standing at) object type 1018,
- (1:200) and variable %fight is equal to 1,
- (1:19) and the triggering furre (moved from/is standing at) position (%locale),
- (5:312) set variable %attack to the total of rolling 2 dice with 10 sides plus 1.
- (5:305) take variable %bear and subtract variable %attack from it.
- (5:200) {You scored a hit (%attack)! The Grizzly Bear has (%bear) health remaining.}
- (5:312) set variable %damage to the total of rolling 2 dice with 10 sides plus 1.
- (5:305) take variable %player and subtract variable %damage from it.
- (5:200) {You were hit (%damage), leaving you with (%player) health.}
- **YOU WIN**
- (0:19) When somebody uses object type 0,
- (1:18) and the triggering furre (moved from/is standing at) object type 1018,
- (1:200) and variable %fight is equal to 1,
- (1:202) and variable %bear is less than 1,
- (1:19) and the triggering furre (moved from/is standing at) position (%locale),
- (5:200) {<b>You are victorious in taking down the Grizzly Bear, providing you with a filling meal.</b>}
- (5:76) place object type 305 in the triggering furre's paws.
- (5:41) place object type 0 at (%locale).
- (5:300) set variable %fight to the value 0.
- (5:300) set variable %attack to the value 0.
- (5:300) set variable %damage to the value 0.
- (5:300) set variable %bear to the value 100.
- (5:300) set variable %player to the value 100.
- (5:50) set countdown timer 1 to go off in 30 seconds.
- (5:302) take variable %wins and add 1 to it.
- (5:600) memorize that the PhoenixSpeak info {Wins} about the triggering furre will now be %wins.
- (0:50) When countdown timer 1 goes off,
- (5:41) place object type 1018 at (%locale).
- (5:300) set variable %locale to the value 0.
- **YOU LOSE**
- (0:19) When somebody uses object type 0,
- (1:18) and the triggering furre (moved from/is standing at) object type 1018,
- (1:200) and variable %fight is equal to 1,
- (1:202) and variable %player is less than 1,
- (1:19) and the triggering furre (moved from/is standing at) position (%locale),
- (5:200) {You have been defeated.}
- (5:72) make the triggering furre lie down.
- (5:300) set variable %fight to the value 0.
- (5:300) set variable %locale to the value 0.
- (5:300) set variable %attack to the value 0.
- (5:300) set variable %damage to the value 0.
- (5:300) set variable %bear to the value 100.
- (5:300) set variable %player to the value 150.
- (5:15) move their sorry ass to position (192,127)
- (5:200) {<b>Oonai's voice embraces your mind.</b> <i>It is not your time yet, child. Come and rise again; I have helped you with the little energy I have left.</i>}
- (5:300) set variable %stop to the value 1.
- (5:50) set countdown timer 3 to go off in 15 seconds.
- (5:302) take variable %losses and add 1 to it.
- (5:600) memorize that the PhoenixSpeak info {Losses} about the triggering furre will now be %losses.
- **CAN'T HAVE MORE THAN ONE FIGHT GOING AT THE SAME TIME SRY**
- (0:19) When somebody uses object type 0,
- (1:18) and the triggering furre (moved from/is standing at) object type 1018,
- (1:200) and variable %fight is equal to 1,
- (1:119) and the triggering furre (didn't move from/isn't standing at) position (%locale),
- (5:200) {<b>The Grizzly Bear seemed to have growled at something behind you. It doesn't seem interested in you and goes back to pawing at the grass in search for something.</b>}
- **YOU NEED TO REST**
- (0:50) When countdown timer 3 goes off,
- (1:200) and variable %stop is equal to 1,
- (5:300) set variable %stop to the value 0.
- (0:1) Whenever somebody moves,
- (1:19) and the triggering furre (moved from/is standing at) position (192,127),
- (1:200) and variable %stop is equal to 1,
- (5:18) move the triggering furre back where they came from.
- (5:72) make the triggering furre lie down.
- (5:200) {<b>Oonai's trunk groans in pain.</b> <i>You were seriously injured, child. You must rest for 15 seconds before attempting to move...</i>}
- **STATS**
- (0:31) When a furre says {!stats},
- (5:613) remember the PhoenixSpeak info {Wins} about the triggering furre, and put it in message ~winstats.
- (5:613) remember the PhoenixSpeak info {Losses} about the triggering furre, and put it in message ~lossstats.
- (5:200) emit message {<b>Stats</b>} to the triggering furre.
- (5:200) emit message {<b>Wins</b>: ~winstats} to the triggering furre.
- (5:200) emit message {<b>Losses</b>: ~lossstats} to the triggering furre.
- (0:32) When a furre says something with {!playerstats } in it,
- (1:11) and the triggering furre has got shared control (or is the dream owner),
- (5:250) set message ~targetfurre to {[PARAM1]}.
- (5:614) remember the PhoenixSpeak info {Wins} about the furre named {~targetfurre}, and put it in message ~winstats.
- (5:614) remember the PhoenixSpeak info {Losses} about the furre named {~targetfurre}, and put it in message ~lossstats.
- (5:200) emit message {<b>Player ~targetfurre Stats</b>} to the triggering furre.
- (5:200) emit message {<b>Wins</b>: ~winstats} to the triggering furre.
- (5:200) emit message {<b>Losses</b>: ~lossstats} to the triggering furre.
- **STATS CLEARING**
- (0:32) When a furre says something with {!clearstats } in it,
- (1:70) and the triggering furre's name is {Sairim},
- (5:250) set message ~targetfurre to {[PARAM1]}.
- (5:631) forget all PhoenixSpeak info about the furre named {~targetfurre}.
- (5:200) emit message {You have cleared ~targetfurre 's stats.} to the triggering furre.
- (0:31) When a furre says {!clearall},
- (1:70) and the triggering furre's name is {Sairim},
- (5:632) forget the PhoenixSpeak info {Wins} about this dream.
- (5:632) forget the PhoenixSpeak info {Losses} about this dream.
- (5:200) emit message {You have cleared all of the wins/losses stats for the dream.} to the triggering furre.
- *Endtriggers* 8888 *Endtriggers*
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