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Mr_Dinnertime

Jedi Academy (Makermodule) - Script Switcher [Part 1]

Apr 11th, 2016
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  1. BIND mwheelup VSTR NEXT
  2. BIND mwheeldown VSTR PREV
  3. BIND mouse3 VSTR ACTION
  4.  
  5. // Global Aliases
  6. SET _NEXT "SET NEXT VSTR"
  7. SET _PREV "SET PREV VSTR"
  8. SET _ACTN "SET ACTION"
  9.  
  10. // Directory Strings
  11. EVALSET 0[0] "bin\Appearance\"
  12. EVALSET 0[1] "bin\Construction\"
  13. EVALSET 0[2] "bin\Destruction\"
  14. EVALSET 0[3] "bin\Reinforcements\"
  15. EVALSET 0[4] "bin\Saber_Combat\"
  16. EVALSET 0[5] "bin\Utilities\"
  17. EVALSET 0[6] "$0[0]$Annoyances\"
  18. EVALSET 0[7] "$0[1]$AllMaps\"
  19. EVALSET 0[8] "$0[1]$MapSpecific\"
  20. EVALSET 0[9] "$0[7]$Buildings\"
  21. EVALSET 0[a] "$0[7]$Furnishings\"
  22. EVALSET 0[b] "$0[7]$Platform\"
  23. EVALSET 0[c] "$0[7]$Rooms\"
  24. EVALSET 0[d] "$0[7]$Transport\"
  25. EVALSET 0[e] "$0[8]$T2_Trip\"
  26. EVALSET 0[f] "$0[e]$Buildings\"
  27. EVALSET 0[g] "$0[e]$Rooms\"
  28. EVALSET 0[h] "$0[2]$Annoyances\"
  29. EVALSET 0[i] "$0[2]$Admin_Obs\"
  30. EVALSET 0[j] "$0[2]$Boosts\"
  31. EVALSET 0[k] "$0[2]$Damaging\"
  32. EVALSET 0[l] "$0[k]$Havoc_Cannon\"
  33. EVALSET 0[m] "$0[5]$Config\"
  34.  
  35. // Root Directory Options
  36. EVALSET 1[0] "$_NEXT$ 1[1]; $_PREV$ 1[5]; $_ACTN$ VSTR 2[0]; ECHO $0[0]$"
  37. EVALSET 1[1] "$_NEXT$ 1[2]; $_PREV$ 1[0]; $_ACTN$ VSTR 3[0]; ECHO $0[1]$"
  38. EVALSET 1[2] "$_NEXT$ 1[3]; $_PREV$ 1[1]; $_ACTN$ VSTR d[0]; ECHO $0[2]$"
  39. EVALSET 1[3] "$_NEXT$ 1[4]; $_PREV$ 1[2]; $_ACTN$ VSTR j[0]; ECHO $0[3]$"
  40. EVALSET 1[4] "$_NEXT$ 1[5]; $_PREV$ 1[3]; $_ACTN$ VSTR k[0]; ECHO $0[4]$"
  41. EVALSET 1[5] "$_NEXT$ 1[0]; $_PREV$ 1[4]; $_ACTN$ VSTR l[0]; ECHO $0[5]$"
  42.  
  43. // Appearance
  44. EVALSET 2[0] "$_NEXT$ 2[1]; $_PREV$ 2[2]; $_ACTN$ EXEC $0[6]$Imitate_Duel; ECHO $0[6]$Imitate_Duel"
  45. EVALSET 2[1] "$_NEXT$ 2[2]; $_PREV$ 2[0]; $_ACTN$ EXEC $0[6]$Create_Lag; ECHO $0[6]$Create_Lag"
  46. EVALSET 2[2] "$_NEXT$ 2[0]; $_PREV$ 2[1]; $_ACTN$ VSTR 1[0]; ECHO Go Back"
  47.  
  48. // Construction
  49. EVALSET 3[0] "$_NEXT$ 3[1]; $_PREV$ 3[2]; $_ACTN$ VSTR 4[0]; ECHO $0[7]$"
  50. EVALSET 3[1] "$_NEXT$ 3[2]; $_PREV$ 3[0]; $_ACTN$ VSTR a[0]; ECHO $0[8]$"
  51. EVALSET 3[2] "$_NEXT$ 3[0]; $_PREV$ 3[1]; $_ACTN$ VSTR 1[1]; ECHO Go Back"
  52.  
  53. // Construction - All Maps
  54. EVALSET 4[0] "$_NEXT$ 4[1]; $_PREV$ 4[5]; $_ACTN$ VSTR 5[0]; ECHO $0[9]$"
  55. EVALSET 4[1] "$_NEXT$ 4[2]; $_PREV$ 4[0]; $_ACTN$ VSTR 6[0]; ECHO $0[a]$"
  56. EVALSET 4[2] "$_NEXT$ 4[3]; $_PREV$ 4[1]; $_ACTN$ VSTR 7[0]; ECHO $0[b]$"
  57. EVALSET 4[3] "$_NEXT$ 4[4]; $_PREV$ 4[2]; $_ACTN$ VSTR 8[0]; ECHO $0[c]$"
  58. EVALSET 4[4] "$_NEXT$ 4[5]; $_PREV$ 4[3]; $_ACTN$ VSTR 9[0]; ECHO $0[d]$"
  59. EVALSET 4[5] "$_NEXT$ 4[0]; $_PREV$ 4[4]; $_ACTN$ VSTR 3[0]; ECHO Go Back"
  60.  
  61. // Construction - All Maps - Buildings
  62. EVALSET 5[0] "$_NEXT$ 5[1]; $_PREV$ 5[3]; $_ACTN$ EXEC $0[9]$Gentlemens_Club; ECHO $0[9]$Gentlemens_Club"
  63. EVALSET 5[1] "$_NEXT$ 5[2]; $_PREV$ 5[0]; $_ACTN$ EXEC $0[9]$Original_House; ECHO $0[9]$Original_House"
  64. EVALSET 5[2] "$_NEXT$ 5[3]; $_PREV$ 5[1]; $_ACTN$ EXEC $0[9]$Prison; ECHO $0[9]$Prison"
  65. EVALSET 5[3] "$_NEXT$ 5[0]; $_PREV$ 5[2]; $_ACTN$ VSTR 4[0]; ECHO Go Back"
  66.  
  67. // Construction - All Maps - Furnishings
  68. EVALSET 6[0] "$_NEXT$ 6[1]; $_PREV$ 6[2]; $_ACTN$ EXEC $0[a]$CrushingBox; ECHO $0[a]$CrushingBox"
  69. EVALSET 6[1] "$_NEXT$ 6[2]; $_PREV$ 6[0]; $_ACTN$ EXEC $0[a]$PerformanceStage; ECHO $0[a]$PerformanceStage"
  70. EVALSET 6[2] "$_NEXT$ 6[0]; $_PREV$ 6[1]; $_ACTN$ VSTR 4[1]; ECHO Go Back"
  71.  
  72. // Construction - All Maps - Platforms
  73. EVALSET 7[0] "$_NEXT$ 7[1]; $_PREV$ 7[2]; $_ACTN$ EXEC $0[b]$ScaledBy1; ECHO $0[b]$ScaledBy1"
  74. EVALSET 7[1] "$_NEXT$ 7[2]; $_PREV$ 7[0]; $_ACTN$ EXEC $0[b]$ScaledBy3_Part_1; ECHO $0[b]$ScaledBy3_Part_1"
  75. EVALSET 7[2] "$_NEXT$ 7[0]; $_PREV$ 7[1]; $_ACTN$ VSTR 4[2]; ECHO Go Back"
  76.  
  77. // Construction - All Maps - Rooms
  78. EVALSET 8[0] "$_NEXT$ 8[1]; $_PREV$ 8[2]; $_ACTN$ EXEC $0[c]$LivingRoom; ECHO $0[c]$LivingRoom"
  79. EVALSET 8[1] "$_NEXT$ 8[2]; $_PREV$ 8[0]; $_ACTN$ EXEC $0[c]$PrisonCell; ECHO $0[c]$PrisonCell"
  80. EVALSET 8[2] "$_NEXT$ 8[0]; $_PREV$ 8[1]; $_ACTN$ VSTR 4[3]; ECHO Go Back"
  81.  
  82. EXEC Bin/bind_Cycle_Part_2
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