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Dragon Prison PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:10

2 constant frames. Click on hits player with electricity, negated by an object. Explodes when it receives a VO. Sends one VO and removes another.

STATE_MACHINE
{
KEY { DragonTrap }
COMMENT [Has 2 constant frames. Damages Player with electricity when clicked on. Effects negated by an object.
Sets up an explosion when it receives a vrObj. Sends a vrObj and Removes another.]

PARAM
{
KEY { 1 }
TYPE {TEXT}
COMMENT [Name of the Machine:]
}

PARAM 

KEY  { 2 } 
TYPE  { FRAME }
COMMENT [3D object: Frame 1]
DISPLAY {}
}

PARAM 

KEY  { 3 } 
TYPE  { FRAME }
COMMENT [3D object: Frame 2]
}

PARAM 

KEY  { 4 } 
TYPE  { FRAME }
COMMENT [3D object: Open ]
}

PARAM 

KEY  { 5 }
TYPE  { LIST }
COMMENT [Option:]
LIST[Collision=1]
LIST[Lrg Collision=2]
LIST[No collision=0]
DEFAULT [Lrg Collision]
}

PARAM
{
KEY { 6 }
TYPE {INT}
COMMENT [Range of detection of object:]
DEFAULT {6}
}

PARAM 

KEY  { 7 }
TYPE  {OBJECT}
COMMENT [vrObject to Destroy Machine (vrExplode):]
IN {}
}

PARAM 

KEY  { 8 }
TYPE  {OBJECT}
COMMENT [Object to wear that nulifies damage (Elric's Shield):]
IN {}
}

PARAM
{
KEY { 9 }
TYPE {TEXT}
COMMENT [Text to display if wearing object nulls damage:]
}

PARAM
{
KEY { 10 }
TYPE {INT}
COMMENT [Damage:]
DEFAULT  {1500}
}

PARAM
{
KEY { 11 }
TYPE {INT}
COMMENT [Range of damage:]
DEFAULT  {3}
}

PARAM
{
KEY { 12 }
TYPE {INT}
COMMENT [ Message to activate cameratime. ]
DEFAULT {4}
}

PARAM 

KEY  { 13 }
TYPE  {OBJECT}
COMMENT [vrObject to Free Dragon (vrDragonFree):]
OUT {}
}

PARAM
{
KEY { 14 }
TYPE {INT}
COMMENT [Range of detection of player:]
DEFAULT { 10 }
}

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }
FLAG { ACTIVE|HANDLE|SIDEDETECT|TRANSMIT }
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
SOUND { TELEKINESY } 
EFFECT  { FLASH }  
}
MULTI
{
CONDITION
{
OBJECT { %7 }
GOTO   { wait }
}
CONDITION
{
CLICK {}
GOTO { shock }
}
CONDITION
{
TIMER { 2000 }
GOTO { close }
}
}
}
STATE
{
KEY { shock }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
EFFECT { ECLAIRA }
}
MULTI
{
CONDITION
{
OBJECT { %7 }
GOTO  { wait }
}
CONDITION
{
SENSEWEAR { %8, %6 }
GOTO { display }
}
CONDITION
{
TIMER { 0 }
GOTO { hit }
}

}
}

STATE
{
KEY { hit }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
HITEX { %10, %11 }
}
MULTI
{
CONDITION
{
OBJECT   { %7 }
GOTO  { wait }
}
CONDITION
{
TIMER { 2000 }
GOTO { close }
}

}
}

STATE
{
KEY { display }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
TEXT { %9 }
MULTI
{
CONDITION
{
OBJECT   { %7 }
GOTO  { wait }
}
CONDITION
{
TIMER { 2000 }
GOTO { close }
}

}
}

STATE
{
KEY { wait }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
MULTI
{
CONDITION
{
TIMER { 2000 }
GOTO { test }
}
}
}
STATE
{
KEY { test }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
MULTI
{
CONDITION
{
OBJECT { %7 }
GOTO { start }
}
CONDITION
{
TIMER { 2000 }
GOTO { close }
}
}
}
STATE
{
KEY { start }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
MULTI
{
CONDITION
{
COLLIDEX { 1,%14,1 }
GOTO  { test2 }
}
}
}
STATE
{
KEY { test2 }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
MULTI
{
CONDITION
{
OBJECT { %7 }
GOTO { timeset }
}
CONDITION
{
TIMER { 2000 }
GOTO { close }
}
}
}
STATE
{
KEY { timeset }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
MSG { %12  }
}
MULTI
{
CONDITION
{
TIMER { 2000 }
GOTO { explode}
}
}
}
STATE
{
KEY { explode }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
SOUND { ELEC }  
EFFECT { ECLAIRC } 
}
MULTI
{
CONDITION
{
TIMER { 1000 }
GOTO { explode2 }
}
}
}
STATE
{
KEY { explode2 }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
SOUND { ELEC }  
EFFECT { ECLAIRC } 
EFFECT { MAGLIGHT }
EFFECT { FUMEE }
EFFECT { FUMEE }
}
MULTI
{
CONDITION
{
TIMER { 1000 }
GOTO { explodeFin }
}
}
}
STATE
{
KEY { explodeFin }
SETCOLLID { %5 }
FRAME { %2 }
FRAME { %3 }
ACTION
{
OBJECT { %13 }
EFFECT { ECLAIRA }
EFFECT { FUMEE }
EFFECT { EXPLODE }
EFFECT { EXPLODE }
SOUND { BURN }
}
JUMP { fin }
}

STATE
{
KEY {fin}
FRAME { %4 }
CLEARCOLLID { %5 }
}
}
]
}