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  1. case "wf_trg_says_something":
  2.     return new AvatarSaysSomething(item);
  3. case "wf_trg_walks_on_furni":
  4.     return new AvatarEntersStuff(item);
  5. case "wf_trg_walks_off_furni":
  6.     return new AvatarExitsStuff(item);
  7. case "wf_trg_at_given_time":
  8.     return new TriggerOnce(item);
  9. //case "wf_trg_at_time_long":
  10. //    return new TriggerOnceLong(item);
  11. case "wf_trg_state_changed":
  12.     return new StuffIsUsed(item);
  13. case "wf_trg_periodically":
  14.     return new TriggerPeriodically(item);
  15. case "wf_trg_enter_room":
  16.     return new AvatarEntersRoom(item);
  17. case "wf_trg_game_starts":
  18.     return new GameStarts(item);
  19. case "wf_trg_game_ends":
  20.     return new GameEnds(item);
  21. case "wf_trg_score_achieved":
  22.     return new ScoreAchieved(item);
  23. case "wf_trg_collision":
  24.     return new StuffCaught(item);
  25. //case "wf_trg_period_long":
  26. //    return new TriggerPeriodicallyLong(item);
  27.  
  28. //    // 22 (2 extra in swf without furni)
  29. case "wf_cnd_match_snapshot":
  30.     return new StatesMatch(item, false);
  31. case "wf_cnd_not_match_snap":
  32.     return new StatesMatch(item, true);
  33.  
  34. case "wf_cnd_furnis_hv_avtrs":
  35.     return new FurnisHaveAvatars(item, false);
  36. case "wf_cnd_not_hv_avtrs":
  37.     return new FurnisHaveAvatars(item, true);
  38.  
  39. //case "wf_cnd_trggrer_on_frn":
  40. //    return new ActorIsOnFurni(item, false);
  41. //case "wf_cnd_not_trggrer_on":
  42. //    return new ActorIsOnFurni(item, true);
  43.  
  44. //case "wf_cnd_time_more_than":
  45. //    return new TimeElapsedMore(item);
  46. //case "wf_cnd_time_less_than":
  47. //    return new TimeElapsedLess(item);
  48.  
  49. //case "wf_cnd_user_count_in":
  50. //    return new UserCountIn(item, false);
  51. //case "wf_cnd_not_user_count":
  52. //    return new UserCountIn(item, true);
  53.  
  54. //case "wf_cnd_actor_in_team":
  55. //    return new ActorIsInTeam(item, false);
  56. //case "wf_cnd_not_in_team":
  57. //    return new ActorIsInTeam(item, true);
  58.  
  59. //case "wf_cnd_has_furni_on":
  60. //    return new HasStackedFurnis(item, false);
  61. //case "wf_cnd_not_furni_on":
  62. //    return new HasStackedFurnis(item, true);
  63.  
  64. case "wf_cnd_stuff_is":
  65.     return new StuffTypeMatches(item, false);
  66. case "wf_cnd_not_stuff_is":
  67.     return new StuffTypeMatches(item, true);
  68.  
  69. //case "wf_cnd_actor_in_group":
  70. //    return new ActorIsInGroup(item, false);
  71. //case "wf_cnd_not_in_group":
  72. //    return new ActorIsInGroup(item, true);
  73.  
  74. //case "wf_cnd_wearing_badge":
  75. //    return new ActorIsWearingBadge(item, false);
  76. //case "wf_cnd_not_wearing_b":
  77. //    return new ActorIsWearingBadge(item, true);
  78.  
  79. //case "wf_cnd_wearing_effect":
  80. //    return new ActorIsWearingEffect(item, false);
  81. //case "wf_cnd_not_wearing_fx":
  82. //    return new ActorIsWearingEffect(item, true);
  83.  
  84.  
  85. //    // 18
  86. case "wf_act_toggle_state":
  87.     return new ToggleFurniState(item);
  88. case "wf_act_reset_timers":
  89.     return new Reset(item);
  90. case "wf_act_match_to_sshot":
  91.     return new SetFurniStateTo(item);
  92. case "wf_act_move_rotate":
  93.     return new MoveFurni(item);
  94. case "wf_act_give_score":
  95.     return new GiveScore(item);
  96. case "wf_act_show_message":
  97.     return new WiredHandlers.NewActions.Chat(item);
  98. case "wf_act_teleport_to":
  99.     return new Teleport(item);
  100. case "wf_act_join_team":
  101.     return new JoinTeam(item);
  102. case "wf_act_leave_team":
  103.     return new LeaveTeam(item);
  104. case "wf_act_give_score_tm":
  105.     return new GiveScoreToPredefinedTeam(item);
  106. //case "wf_act_move_to_dir":
  107. //    return new MoveToDirection(item);
  108. case "wf_act_chase":
  109.     return new Chase(item);
  110. case "wf_act_flee":
  111.     return new Flee(item);
  112. //case "wf_act_move_furni_to":
  113. //    return new MoveFurniTo(item);
  114. //case "wf_act_toggle_to_rnd":
  115. //    return new ToggleToRandomState(item);
  116. //case "wf_act_give_reward":
  117. //    return new GiveReward(item);
  118. //case "wf_act_call_stacks":
  119. //    return new CallStacks(item);
  120. case "wf_act_kick_user":
  121.     return new Kick(item);
  122.  
  123. //// Addons, not really wired
  124. //case "wf_xtra_random":
  125. //    return new RandomEffect(item);
  126. //case "wf_xtra_unseen":
  127. //    return new UnseenEffect(item);
  128.  
  129. //// Custom made wired
  130. //case "wf_act_expand_rooms":
  131. //    return new SuperWired(item);
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