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  1. DSPK V04.00 Furcadia
  2. New Dragonspeak Script
  3. Created by Deeter
  4.  
  5. **FIGHTING**
  6. CODE BY DUEL (C) ON WEBSITE
  7.  
  8.  
  9. **SETUP**
  10. (0:0) When everything is starting up,
  11. (5:300) set variable %fight to the value 0.
  12. (5:300) set variable %locale to the value 0.
  13. (5:300) set variable %bear to the value 100.
  14. (5:300) set variable %player to the value 100.
  15. (5:300) set variable %wins to the value 0.
  16. (5:300) set variable %losses to the value 0.
  17.  
  18. **THE GRIZZLY ATTACK**
  19. (0:3) When somebody moves into object type 1018,
  20. (5:200) {<B>The Grizzly Bear roars in anger and stands up, facing towards you.</b>}
  21. (5:200) {Press f3 to attack - or will you cower and run in fear?}
  22.  
  23. **THE FIGHT ITSELF, DON'T FIDDLE WITH IT UNLESS YOU KNOW WHAT YOU'RE DOING.**
  24. (0:19) When somebody uses object type 0,
  25. (1:18) and the triggering furre (moved from/is standing at) object type 1018,
  26. (1:200) and variable %fight is equal to 0,
  27. (5:300) set variable %fight to the value 1.
  28. (5:350) set variable %locale to the X,Y position the triggering furre (moved from/is standing at).
  29. (5:200) {You made the first move! The fight begins!}
  30.  
  31. (0:19) When somebody uses object type 0,
  32. (1:18) and the triggering furre (moved from/is standing at) object type 1018,
  33. (1:200) and variable %fight is equal to 1,
  34. (1:19) and the triggering furre (moved from/is standing at) position (%locale),
  35. (5:312) set variable %attack to the total of rolling 2 dice with 10 sides plus 1.
  36. (5:305) take variable %bear and subtract variable %attack from it.
  37. (5:200) {You scored a hit (%attack)! The Grizzly Bear has (%bear) health remaining.}
  38. (5:312) set variable %damage to the total of rolling 2 dice with 10 sides plus 1.
  39. (5:305) take variable %player and subtract variable %damage from it.
  40. (5:200) {You were hit (%damage), leaving you with (%player) health.}
  41.  
  42. **YOU WIN**
  43. (0:19) When somebody uses object type 0,
  44. (1:18) and the triggering furre (moved from/is standing at) object type 1018,
  45. (1:200) and variable %fight is equal to 1,
  46. (1:202) and variable %bear is less than 1,
  47. (1:19) and the triggering furre (moved from/is standing at) position (%locale),
  48. (5:200) {<b>You are victorious in taking down the Grizzly Bear, providing you with a filling meal.</b>}
  49. (5:76) place object type 305 in the triggering furre's paws.
  50. (5:41) place object type 0 at (%locale).
  51. (5:300) set variable %fight to the value 0.
  52. (5:300) set variable %attack to the value 0.
  53. (5:300) set variable %damage to the value 0.
  54. (5:300) set variable %bear to the value 100.
  55. (5:300) set variable %player to the value 100.
  56. (5:50) set countdown timer 1 to go off in 30 seconds.
  57. (5:302) take variable %wins and add 1 to it.
  58. (5:600) memorize that the PhoenixSpeak info {Wins} about the triggering furre will now be %wins.
  59.  
  60. (0:50) When countdown timer 1 goes off,
  61. (5:41) place object type 1018 at (%locale).
  62. (5:300) set variable %locale to the value 0.
  63.  
  64.  
  65. **YOU LOSE**
  66. (0:19) When somebody uses object type 0,
  67. (1:18) and the triggering furre (moved from/is standing at) object type 1018,
  68. (1:200) and variable %fight is equal to 1,
  69. (1:202) and variable %player is less than 1,
  70. (1:19) and the triggering furre (moved from/is standing at) position (%locale),
  71. (5:200) {You have been defeated.}
  72. (5:72) make the triggering furre lie down.
  73. (5:300) set variable %fight to the value 0.
  74. (5:300) set variable %locale to the value 0.
  75. (5:300) set variable %attack to the value 0.
  76. (5:300) set variable %damage to the value 0.
  77. (5:300) set variable %bear to the value 100.
  78. (5:300) set variable %player to the value 150.
  79. (5:15) move their sorry ass to position (192,127)
  80. (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>}
  81. (5:300) set variable %stop to the value 1.
  82. (5:50) set countdown timer 3 to go off in 15 seconds.
  83. (5:302) take variable %losses and add 1 to it.
  84. (5:600) memorize that the PhoenixSpeak info {Losses} about the triggering furre will now be %losses.
  85.  
  86. **CAN'T HAVE MORE THAN ONE FIGHT GOING AT THE SAME TIME SRY**
  87. (0:19) When somebody uses object type 0,
  88. (1:18) and the triggering furre (moved from/is standing at) object type 1018,
  89. (1:200) and variable %fight is equal to 1,
  90. (1:119) and the triggering furre (didn't move from/isn't standing at) position (%locale),
  91. (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>}
  92.  
  93. **YOU NEED TO REST**
  94. (0:50) When countdown timer 3 goes off,
  95. (1:200) and variable %stop is equal to 1,
  96. (5:300) set variable %stop to the value 0.
  97.  
  98. (0:1) Whenever somebody moves,
  99. (1:19) and the triggering furre (moved from/is standing at) position (192,127),
  100. (1:200) and variable %stop is equal to 1,
  101. (5:18) move the triggering furre back where they came from.
  102. (5:72) make the triggering furre lie down.
  103. (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>}
  104.  
  105. **STATS**
  106.  
  107. (0:31) When a furre says {!stats},
  108. (5:613) remember the PhoenixSpeak info {Wins} about the triggering furre, and put it in message ~winstats.
  109. (5:613) remember the PhoenixSpeak info {Losses} about the triggering furre, and put it in message ~lossstats.
  110. (5:200) emit message {<b>Stats</b>} to the triggering furre.
  111. (5:200) emit message {<b>Wins</b>: ~winstats} to the triggering furre.
  112. (5:200) emit message {<b>Losses</b>: ~lossstats} to the triggering furre.
  113.  
  114. (0:32) When a furre says something with {!playerstats } in it,
  115. (1:11) and the triggering furre has got shared control (or is the dream owner),
  116. (5:250) set message ~targetfurre to {[PARAM1]}.
  117. (5:614) remember the PhoenixSpeak info {Wins} about the furre named {~targetfurre}, and put it in message ~winstats.
  118. (5:614) remember the PhoenixSpeak info {Losses} about the furre named {~targetfurre}, and put it in message ~lossstats.
  119. (5:200) emit message {<b>Player ~targetfurre Stats</b>} to the triggering furre.
  120. (5:200) emit message {<b>Wins</b>: ~winstats} to the triggering furre.
  121. (5:200) emit message {<b>Losses</b>: ~lossstats} to the triggering furre.
  122.  
  123. **STATS CLEARING**
  124.  
  125. (0:32) When a furre says something with {!clearstats } in it,
  126. (1:70) and the triggering furre's name is {Sairim},
  127. (5:250) set message ~targetfurre to {[PARAM1]}.
  128. (5:631) forget all PhoenixSpeak info about the furre named {~targetfurre}.
  129. (5:200) emit message {You have cleared ~targetfurre 's stats.} to the triggering furre.
  130.  
  131. (0:31) When a furre says {!clearall},
  132. (1:70) and the triggering furre's name is {Sairim},
  133. (5:632) forget the PhoenixSpeak info {Wins} about this dream.
  134. (5:632) forget the PhoenixSpeak info {Losses} about this dream.
  135. (5:200) emit message {You have cleared all of the wins/losses stats for the dream.} to the triggering furre.
  136.  
  137.  
  138.  
  139. *Endtriggers* 8888 *Endtriggers*
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