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State Machines


contObj1custSFX PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:32

Open with ObjA, gives ObjB. +Fail if wrong object. Added FX

STATE_MACHINE
{
KEY { contObj1custSFX }

COMMENT [This container opens with object A and gives object B.
Added fail if wrong object. Added Effects]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Object A to open:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object B: ( Virtual )]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM 

KEY  {6}
TYPE  {LIST}
COMMENT [Options:]
LIST [Object lost=CLEARMOUSE ]
LIST [Object saved=ACTIVE ]
DEFAULT [Object saved]
}

PARAM
{
KEY {7}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}
PARAM 

KEY  { 8 }
TYPE  { LIST }
COMMENT [Effect to play:]
LIST[Absorption Attack=ABSORBMA]
LIST[Absorption Spell=ABSORBVI]
LIST[Light=ARMORMAG]
LIST[Flaming Arrow=ARROWFLAME]
LIST[Antidote=ANTIPOISON]
LIST[Antidote No Sound=ANTIPOISON1]
LIST[Death Dome A=BARRIEREA]
LIST[Death Dome B=BARRIEREB]
LIST[Death Dome C=BARRIEREC]
LIST[Bless=BENEDICT]
LIST[Berserker=BERSERKE]
LIST[Bloodtrace=BLOODTRACE]
LIST[Firefly=BRILLE]
LIST[Teleport B=BTELEPORT]
LIST[Confusion=CONFUSION]
LIST[Crystal=CRYSTAL]
LIST[DEX Potion=DEXTERITY1]
LIST[Spark Globe=ECLAIRA]
LIST[Spark=ECLAIRB]
LIST[Spark Explode=ECLAIRC]
LIST[End Arrow=ENDARROW]
LIST[End Shurinken=ENDSHURIN]
LIST[Metal Spark=ETINCEL]
LIST[Flour=FARINE]
LIST[Fear=FEAR]
LIST[Fee - White=FEE]
LIST[Fee2 - Green - No Sound=FEE2]
LIST[Fireball Red Smoke=FIREBALLA]
LIST[Fireball Flash=FIREBALLB]
LIST[Fireball Explode=FIREBALLC]
LIST[Fireball Red Smoke 2=FIREBALL2A]
LIST[Fireball Flash 2=FIREBALL2B]
LIST[Fireball Explode 2=FIREBALL2C]
LIST[Fireball Red Smoke 3=FIREBALL3A]
LIST[Fireball Red Smoke 3=FIREBALL3B]
LIST[Fireball Explode 3=FIREBALL3C]
LIST[Draak's Breath=FIREDRAAK]
LIST[Wall of Fire A=FIREWALLA]
LIST[Wall of Fire B=FIREWALLB]
LIST[Wall of Fire C=FIREWALLC]
LIST[Flamethrower - Sound=FLAMEWAVEA]
LIST[Flamethrower - Little Flame=FLAMEWAVEB]
LIST[Flamethrower - Big Flame=FLAMEWAVEC]
LIST[Flash=FLASH]
LIST[Thunder 1 Purple=FLASH1]
LIST[Thunder 1 Purple Big=FLASH2]
LIST[Thunder 2 Blue=FLASH3]
LIST[Thunder 1 Purple 3 Blue=FLASH4]
LIST[Thunder 1 Golden 4 Blue=FLASH5]
LIST[Food=FOOD]
LIST[Haste=HASTE]
LIST[Healing=HEAL1]
LIST[Ice Smoke=ICE]
LIST[Berserker Smoke=INBERSERKER]
LIST[Inferno=INFERNO]
LIST[Flame Smoke=INFLAME]
LIST[Night Vision=INFRAVISION]
LIST[Invisibility=INVISIBL]
LIST[Slowness=LENTEUR]
LIST[Loading=LOADING]
LIST[MAG Potion=MAGIC1]
LIST[Magic Bomb Globe=MAGICBOMBA]
LIST[Magic Bomb Smoke=MAGICBOMBB]
LIST[Magic Bomb Explode=MAGICBOMBC]
LIST[Magic Missile=MAGICMISSA]
LIST[Magic Missile Flash=MAGICMISSB]
LIST[Magic Missile Explode=MAGICMISSC]
LIST[Magic Light=MAGLIGHT]
LIST[Mana=MANA1]
LIST[Time Orb=NOVA]
LIST[Forgetfulness=OUBLI]
LIST[Poison Cloud=POISON]
LIST[Poison Potion=POISON1]
LIST[Poison Weapon=POISONWEAPON]
LIST[Rain=RAIN]
LIST[Reflection Spell=REFLECTION]
LIST[Reflection Shield=REFLECTION2]
LIST[Youth Potion=REJUV1]
LIST[Resurrection=RESURECT]
LIST[Fear Single=RIP]
LIST[Stone Break=STONCURE]
LIST[STR Potion=STRENGTH1]
LIST[Skill Learnt=TALENTL]
LIST[Storm=TEMPEST]
LIST[Wall of Fire Yellow Smoke=TFIREWALL]
LIST[Magic Bomb Yellow Smoke=TMAGICBOMB]
LIST[Magic Door Open=TOWNPORTALA]
LIST[Magic Door Enter=TOWNPORTALC]
LIST[Mutation Spell=TRANSFORM1]
LIST[Mutation Target=TRANSFORM2]
LIST[VIT Potion=VITALITY1]
LIST[Water 1=WATER1]
LIST[Water 2=WATER2]
LIST[Explode=EXPLODE]
LIST[Teleport=TELEPORT]
LIST[Telekinesis=TELEKINESIS]
LIST[Stone explode=NOSTONE]
LIST[Poisoned=POISONED]
LIST[Smoke=FUMEE]
LIST[Detection=DETECTION]
LIST[Werewolf=WEREWOLF]
LIST[Plumes=PLUMES]
LIST[Firecamp=FIRECAMP]
LIST[None= ]
DEFAULT [Firecamp]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT|%6 }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { open }
}
}
FAIL { %7 }
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %1 }
ACTION
{
SOUND { %5 }
EFFECT { %8 }
EFFECT { %8 }
EFFECT { FUMEE }
EFFECT { FUMEE }
}
MULTI
{
CONDITION
{
TIMER { 250 } 
GOTO { fin }
}
}
}
STATE
{
KEY { fin }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
SOUND { QUESTDON }
OBJECT { %4 }
}
}
}
]
}

 

 
containerObj1cust PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:31

Opens with ObjA, gives ObjB. + Fail if wrong Obj

STATE_MACHINE
{
KEY { containerObj1cust }

COMMENT [This container opens with object A and gives object B.
Added fail if wrong object]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Object A to open:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object B:]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM 

KEY  {6}
TYPE  {LIST}
COMMENT [Options:]
LIST [Object lost=CLEARMOUSE ]
LIST [Object saved=ACTIVE ]
DEFAULT [Object saved]
}

PARAM
{
KEY {7}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT|%6 }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { open }
}
}
FAIL { %7 }
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
OBJECT { %4 }
SOUND { %5 }
}
}
}
]
}

 

 
contObj1vrAct PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:30

STATE_MACHINE
{
KEY { contObj1vrAct }

COMMENT [This container becomes active with vrObject and gives object when opend.
Added fail if wrong object]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Virtual Object to Activate Container:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object :]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM
{
KEY {6}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { active }
}
}
FAIL { %6 }
}
STATE
{
KEY { active }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
CLICK { } 
GOTO { open }
}
}
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
OBJECTMOUSE { %4 }
SOUND { %5 }
}
}
}
]
}

 

 
containerMsg2 PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:28
STATE_MACHINE
{
KEY { containerMsg2 }

COMMENT [This container activate when it receives a message, gives an object when clicked.]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Received object:]
OUT {}
}

PARAM 

KEY  {4}
TYPE  {sound}
COMMENT [Sound to play when object is given:]
}

PARAM 

KEY  {5}
TYPE  {INT}
COMMENT [Message number that gives object:]
}

PARAM 

KEY  {6}
TYPE  {TEXT}
COMMENT [Text to describe cart. ]
}


CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT }
STATE
{
KEY { init }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
MSG { %5} 
GOTO { close }
}
CONDITION
{
CLICK { } 
GOTO { parle }
}
}
}
STATE
{
KEY { parle }
SETCOLLID { 1 }
FRAME { %1 }
TEXT { %6 }
MULTI
{
CONDITION
{
TIMER { 0} 
GOTO { init }
}
}
}
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
CLICK {} 
GOTO { open }
}
}
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
OBJECTMOUSE { %3 }
SOUND { %4 }
}
JUMP { init }
}
}
]
}

 

 
containerObj1For4Reset PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:27

Opens with Obj, gives 4Obj+Fx+text. Delayed reset, + Fail text

STATE_MACHINE
{
KEY { containerObj1For4Reset }

COMMENT [This container opens with object A and gives 4 objects. Effect added.
Displays a text when we use a wrong object, and when it opens. resets after a delay.]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY  {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {TEXT}
COMMENT [Name of the machine:]
}

PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Key object to open:]
IN  {}
}


PARAM 

KEY  {5}
TYPE  {object}
COMMENT [Received object 1:]
OUT  {}
}

PARAM 

KEY  {6}
TYPE  {object}
COMMENT [Received object 2:]
OUT  {}
}

PARAM 

KEY  {7}
TYPE  {object}
COMMENT [Received object 3:]
OUT  {}
}

PARAM 

KEY  {8}
TYPE  {object}
COMMENT [Received object 4:]
OUT  {}
}

PARAM 

KEY  {9}
TYPE  {sound}
COMMENT [Sound to play when the objects are given:]
}

PARAM 

KEY  {10}
TYPE  {LIST}
COMMENT [Effect to play:]
LIST[Absorption Attack=ABSORBMA]
LIST[Absorption Spell=ABSORBVI]
LIST[Light=ARMORMAG]
LIST[Flaming Arrow=ARROWFLAME]
LIST[Antidote=ANTIPOISON]
LIST[Antidote No Sound=ANTIPOISON1]
LIST[Death Dome A=BARRIEREA]
LIST[Death Dome B=BARRIEREB]
LIST[Death Dome C=BARRIEREC]
LIST[Bless=BENEDICT]
LIST[Berserker=BERSERKE]
LIST[Bloodtrace=BLOODTRACE]
LIST[Firefly=BRILLE]
LIST[Teleport B=BTELEPORT]
LIST[Confusion=CONFUSION]
LIST[Crystal=CRYSTAL]
LIST[DEX Potion=DEXTERITY1]
LIST[Spark Globe=ECLAIRA]
LIST[Spark=ECLAIRB]
LIST[Spark Explode=ECLAIRC]
LIST[End Arrow=ENDARROW]
LIST[End Shurinken=ENDSHURIN]
LIST[Metal Spark=ETINCEL]
LIST[Flour=FARINE]
LIST[Fear=FEAR]
LIST[Fee - White=FEE]
LIST[Fee2 - Green - No Sound=FEE2]
LIST[Fireball Red Smoke=FIREBALLA]
LIST[Fireball Flash=FIREBALLB]
LIST[Fireball Explode=FIREBALLC]
LIST[Fireball Red Smoke 2=FIREBALL2A]
LIST[Fireball Flash 2=FIREBALL2B]
LIST[Fireball Explode 2=FIREBALL2C]
LIST[Fireball Red Smoke 3=FIREBALL3A]
LIST[Fireball Red Smoke 3=FIREBALL3B]
LIST[Fireball Explode 3=FIREBALL3C]
LIST[Draak's Breath=FIREDRAAK]
LIST[Wall of Fire A=FIREWALLA]
LIST[Wall of Fire B=FIREWALLB]
LIST[Wall of Fire C=FIREWALLC]
LIST[Flamethrower - Sound=FLAMEWAVEA]
LIST[Flamethrower - Little Flame=FLAMEWAVEB]
LIST[Flamethrower - Big Flame=FLAMEWAVEC]
LIST[Flash=FLASH]
LIST[Thunder 1 Purple=FLASH1]
LIST[Thunder 1 Purple Big=FLASH2]
LIST[Thunder 2 Blue=FLASH3]
LIST[Thunder 1 Purple 3 Blue=FLASH4]
LIST[Thunder 1 Golden 4 Blue=FLASH5]
LIST[Food=FOOD]
LIST[Haste=HASTE]
LIST[Healing=HEAL1]
LIST[Ice Smoke=ICE]
LIST[Berserker Smoke=INBERSERKER]
LIST[Inferno=INFERNO]
LIST[Flame Smoke=INFLAME]
LIST[Night Vision=INFRAVISION]
LIST[Invisibility=INVISIBL]
LIST[Slowness=LENTEUR]
LIST[Loading=LOADING]
LIST[MAG Potion=MAGIC1]
LIST[Magic Bomb Globe=MAGICBOMBA]
LIST[Magic Bomb Smoke=MAGICBOMBB]
LIST[Magic Bomb Explode=MAGICBOMBC]
LIST[Magic Missile=MAGICMISSA]
LIST[Magic Missile Flash=MAGICMISSB]
LIST[Magic Missile Explode=MAGICMISSC]
LIST[Magic Light=MAGLIGHT]
LIST[Mana=MANA1]
LIST[Time Orb=NOVA]
LIST[Forgetfulness=OUBLI]
LIST[Poison Cloud=POISON]
LIST[Poison Potion=POISON1]
LIST[Poison Weapon=POISONWEAPON]
LIST[Rain=RAIN]
LIST[Reflection Spell=REFLECTION]
LIST[Reflection Shield=REFLECTION2]
LIST[Youth Potion=REJUV1]
LIST[Resurrection=RESURECT]
LIST[Fear Single=RIP]
LIST[Stone Break=STONCURE]
LIST[STR Potion=STRENGTH1]
LIST[Skill Learnt=TALENTL]
LIST[Storm=TEMPEST]
LIST[Wall of Fire Yellow Smoke=TFIREWALL]
LIST[Magic Bomb Yellow Smoke=TMAGICBOMB]
LIST[Magic Door Open=TOWNPORTALA]
LIST[Magic Door Enter=TOWNPORTALC]
LIST[Mutation Spell=TRANSFORM1]
LIST[Mutation Target=TRANSFORM2]
LIST[VIT Potion=VITALITY1]
LIST[Water 1=WATER1]
LIST[Water 2=WATER2]
LIST[Explode=EXPLODE]
LIST[Teleport=TELEPORT]
LIST[Telekinesis=TELEKINESIS]
LIST[Stone explode=NOSTONE]
LIST[Poisoned=POISONED]
LIST[Smoke=FUMEE]
LIST[Detection=DETECTION]
LIST[Werewolf=WEREWOLF]
LIST[Plumes=PLUMES]
LIST[Firecamp=FIRECAMP]
LIST[None= ]
DEFAULT [Smoke]
}

PARAM 

KEY  {11}
TYPE  {LIST}
COMMENT [Options:]
LIST[Object lost=CLEARMOUSE ]
LIST[Object saved=ACTIVE ]
DEFAULT [Object saved]
}

PARAM 

KEY  {12}
TYPE  {TEXT}
COMMENT [This text explains what we needs:]
}

PARAM 

KEY  {13}
TYPE  {INT}
COMMENT [Delay before container resets:]
DEFAULT { 20000 }
}

CODE
[
TRAP
{
KEY {%0}
FLAG { ACTIVE|LIGHTBUFFER|HANDLE|LIGHT|NEEDPOS|SIDEDETECT|%11 }
NAME {%3}

STATE
{
KEY {close}
SETCOLLID {1}
FRAME {%1}

MULTI
{
CONDITION
{
OBJECT {%4} 
GOTO {open}
}
}

FAIL {%12}
}

STATE
{
KEY {open}
SETCOLLID {1}
FRAME {%2}
ACTION
{
SOUND  {%9}
EFFECT  {%10}
OBJECT {%5}
OBJECT {%6}
OBJECT {%7}
OBJECT {%8}
}

MULTI
{
CONDITION
{
TIMER { %13 }
GOTO { close }
}
}
}

STATE
{
KEY {endEnd}
}

}
]
}

 

 
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