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State Machines


NPC talks 3 times then sends VO PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 07:58

NPC talks 3 times, sends a VO after the 3rd time.

STATE_MACHINE
{
KEY { pnjCrash }
COMMENT [This NPC talks 3 times and sends a vrObj after the 3rd time. ]

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [What he says first time:]
}

PARAM
{
KEY { 3 }
TYPE {SKELFILE}
COMMENT [Name of the skeleton file:]
}

PARAM
{
KEY { 4 }
TYPE {SKELNAME}
COMMENT [Name of the model:]
DISPLAY {}
}

PARAM
{
KEY { 5 }
TYPE {OBJECT}
COMMENT [ Virtual Object to Give: ]
OUT {}
}

PARAM
{
KEY { 6 }
TYPE {TEXT}
COMMENT [What he says second time:]
}

PARAM
{
KEY { 7 }
TYPE {TEXT}
COMMENT [What he says third time:]
}

PARAM
{
KEY { 8 }
TYPE {INT}
COMMENT [Delay before he transforms:]
DEFAULT { 2000 }
}

PARAM
{
KEY { 9 }
TYPE {MONSTER}
COMMENT [Transforms into this monster:]
OUT {}
}

PARAM
{
KEY { 10 }
TYPE {SOUND}
COMMENT [Sound to play when he transforms:]
}

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }

FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT|TRANSMIT }

SKELFILE { %3 }

STATE
{
KEY { static }
SKELNAME { %4 }
SKELANIM { talk }
SETCOLLID { 2 }

MULTI
{
CONDITION
{
CLICK {}
GOTO { parle }
}
}
}

STATE
{
KEY { parle }
SKELNAME { %4 }
SKELANIM { talk }
SETCOLLID { 2 }
TEXTPANEL   { %2 }

MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO { static2 }
}
}
}

STATE
{
KEY { static2 }
SKELNAME { %4 }
SKELANIM { talk }
SETCOLLID { 2 }

MULTI
{
CONDITION
{
CLICK {}
GOTO { parle2 }
}
}
}

STATE
{
KEY { parle2 }
SKELNAME { %4 }
SKELANIM { talk }
TEXTPANEL   { %6 }
SETCOLLID { 2 }

MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO { static3 }
}
}
}
STATE
{
KEY { static3 }
SKELNAME { %4 }
SKELANIM { talk }
SETCOLLID { 2 }

MULTI
{
CONDITION
{
CLICK {}
GOTO { parle3 }
}
}
}

STATE
{
KEY { parle3 }
SKELNAME { %4 }
SKELANIM { talk }
SETCOLLID { 2 }
TEXT { %7 }

MULTI
{
CONDITION
{
TIMER { %8 }
GOTO { turnevil }
}
}
}

STATE
{
KEY {turnevil}
CLEARCOLLID { 2 }
ACTION
{
SOUND  { %10 }
OBJECT { %5 }
MONSTER { %9 }
}
}
}
]
}

 

 
NPC talks - attacks when given a VO PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 07:56

This NPC talks, and attacks when given a VO.

STATE_MACHINE
{
KEY { pnjVrObjMonster }
COMMENT [This NPC talks, and attack when given a virt obj.]

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

PARAM
{
KEY { 2 }
TYPE {OBJECT}
COMMENT [Virtual Object to detect:]
IN  {}
}

PARAM
{
KEY { 3 }
TYPE {MONSTER}
COMMENT [Transforms into this monster:]
OUT {}
}

PARAM
{
KEY { 4 }
TYPE {SKELFILE}
COMMENT [Name of the skeleton file:]
}

PARAM
{
KEY { 5 }
TYPE {SKELNAME}
COMMENT [Name of the model:]
DISPLAY {}
}

PARAM
{
KEY { 6 }
TYPE {TEXT}
COMMENT [Text diplay when we speak to him:]
}

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }
FLAG { LIGHT|LIGHTBUFFER|ACTIVE|NEEDPOS|SIDEDETECT }
SKELFILE { %4 }
STATE
{
KEY { static }
SKELNAME { %5 }
SKELANIM { static }
SETCOLLID { 2 }
MULTI
{
CONDITION
{
OBJECT { %2 }
GOTO {transform}
}
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
SKELNAME { %5 }
SKELANIM { static }
SETCOLLID { 2 }
TEXTPANEL { %6 }
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {static}
}
}
}

STATE
{
KEY { transform }
CLEARCOLLID { 2 }
ACTION
{
MONSTER { %3 }
}
}

STATE
{
KEY { fin }
}
}
]
}

 

 
Camera, activated by message PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 07:55
STATE_MACHINE
{
KEY { cameraMsg }
COMMENT [Camera, activated by message]

PARAM 

KEY  { 1 }
TYPE  {frame}
COMMENT [3D object: Editor Only.]
DISPLAY {}
}

PARAM
{
KEY { 2 }
TYPE {INT}
COMMENT [Msg to activate camera: ]
DEFAULT {1}
}

PARAM
{
KEY { 3 }
TYPE {ALPHA}
COMMENT [The machine the camera should look from (Key)]
}

PARAM
{
KEY { 4 }
TYPE {INT}
COMMENT [CAMERAFROM Height: (0 - 3000)]
DEFAULT {380}
}

PARAM
{
KEY { 5 }
TYPE {ALPHA}
COMMENT [The machine the camera should look at (Key)]
}

PARAM
{
KEY { 6 }
TYPE {INT}
COMMENT [CAMERATO Height: (0 - 500)]
DEFAULT {4}
}

PARAM
{
KEY { 7 }
TYPE {INT}
COMMENT [Camera Speed: (50-800) higher is faster:]
DEFAULT {700}
}
PARAM
{
KEY { 8 }
TYPE {INT} 
COMMENT [Camera Delay: How long camera focuses on CAMERATO:]
DEFAULT {10000}
}

CODE
[
TRAP
{
KEY {%0}
STATE
{
KEY  { static }
MULTI
{
CONDITION
{
MSG { %2 }
GOTO {wait}
}
}

}

STATE
{
KEY  { wait }
MULTI
{
CONDITION
{
TIMER {500}
GOTO {cam1}
}
}
}

STATE
{
KEY  { cam1 }
ACTION
{
CAMERAFROM {_CUST_%3,%4}
CAMERATO {_CUST_%5,%6}
CAMERATIME {%7,%8}
}
JUMP { stopcam }
}

STATE
{
KEY  { stopcam }
ACTION
{
CAMERATIME {300,-1}
}
MULTI
{
CONDITION
{
TIMER {5000}
GOTO {static}
}
}
}

STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { cameraMsg2 }
COMMENT [Camera, activated by message. waits till your near to start.]

PARAM 

KEY  { 1 }
TYPE  {frame}
COMMENT [3D object: Editor Only.]
DISPLAY {}
}

PARAM
{
KEY { 2 }
TYPE {INT}
COMMENT [Msg to activate camera: ]
DEFAULT {1}
}

PARAM
{
KEY { 3 }
TYPE {ALPHA}
COMMENT [The machine the camera should look from (Key)]
}

PARAM
{
KEY { 4 }
TYPE {INT}
COMMENT [CAMERAFROM Height: (0 - 3000)]
DEFAULT {380}
}

PARAM
{
KEY { 5 }
TYPE {ALPHA}
COMMENT [The machine the camera should look at (Key)]
}

PARAM
{
KEY { 6 }
TYPE {INT}
COMMENT [CAMERATO Height: (0 - 500)]
DEFAULT {4}
}

PARAM
{
KEY { 7 }
TYPE {INT}
COMMENT [Camera Speed: (50-800) higher is faster:]
DEFAULT {700}
}
PARAM
{
KEY { 8 }
TYPE {INT} 
COMMENT [Camera Delay: How long camera focuses on CAMERATO:]
DEFAULT {10000}
}

PARAM
{
KEY { 9 }
TYPE {INT}
COMMENT [Range of detection of player:]
DEFAULT { 6 }
}

CODE
[
TRAP
{
KEY {%0}
STATE
{
KEY  { static }
MULTI
{
CONDITION
{
MSG { %2 }
GOTO {wait}
}
}

}
STATE
{
KEY { wait }
MULTI
{
CONDITION
{
COLLIDEX { 1,%9,1 }
GOTO  { activate }
}
}
}
STATE
{
KEY  { activate }
MULTI
{
CONDITION
{
TIMER {500}
GOTO {cam1}
}
}
}

STATE
{
KEY  { cam1 }
ACTION
{
CAMERAFROM {_CUST_%3,%4}
CAMERATO {_CUST_%5,%6}
CAMERATIME {%7,%8}
}
JUMP { stopcam }
}

STATE
{
KEY  { stopcam }
ACTION
{
CAMERATIME {300,-1}
}
MULTI
{
CONDITION
{
TIMER {5000}
GOTO {static}
}
}
}

STATE
{
KEY { fin }
}
}
]
}

 

 
Item2FrmMsg1Frm PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:15

Backround Object. has 2 frames, then reverts to a different frame when it recieves a message.

STATE_MACHINE
{
KEY { Item2FrmMsg1Frm }
COMMENT [Backround Object. has 2 frames, then reverts to a different frame when it recieves a message.]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object:(frame1)]
DISPLAY {}
}
PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object:(frame2)]
}
PARAM 

KEY  {3}
TYPE  {frame}
COMMENT [3D object:(frame_empty)]
}
PARAM 

KEY  {4}
TYPE  {int}
COMMENT [message to receive to change mesh:]
DEFAULT {1}
}

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { LIGHTBUFFER|HANDLE }
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
FRAME { %2 }
MULTI
{
CONDITION
{
MSG { %4 }
GOTO {staticFin}
}
}
}
STATE
{
KEY { staticFin }
SETCOLLID { %5 }
FRAME { %3 }
}
}
]
}

STATE_MACHINE
{
KEY { Item2TxtVrObj }
COMMENT [Backround Object, displays a text, then a different one when it receives a vrObj.]

PARAM 

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text to display 1st time:]
}

PARAM
{
KEY { 3 }
TYPE {OBJECT}
COMMENT [Virtual Object to detect:]
}

PARAM
{
KEY { 4 }
TYPE {TEXT}
COMMENT [Text to display 2nd time:]
}

PARAM 

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

CODE
[
TRAP
{
KEY { %0 }
FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT }

STATE
{
KEY { static }
FRAME         { %1 }
SETCOLLID { %5 }
MULTI
{
CONDITION
{
OBJECT { %3 }
GOTO {staticFin}
}
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
FRAME         { %1 }
SETCOLLID { %5 }
TEXT  { %2 }
MULTI
{
CONDITION
{
TIMER { 5000 }
GOTO { static }
}
}
}
STATE
{
KEY { staticFin }
FRAME         { %1 }
SETCOLLID { %5 }
MULTI
{
CONDITION
{
CLICK {}
GOTO {parleFin}
}
}
}

STATE
{
KEY { parleFin }
FRAME         { %1 }
SETCOLLID { %5 }
TEXT  { %4 }
MULTI
{
CONDITION
{
TIMER { 5000 }
GOTO { staticFin }
}
}
}

STATE
{
KEY { fin }
}
}
]
}


STATE_MACHINE
{
KEY { TextClick }
COMMENT [Display a text when we click on it.]

PARAM
{
KEY { 1 }
TYPE {TEXT}
COMMENT [Text to display:]
}

PARAM 

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

CODE
[
TRAP
{
KEY { %0 }
FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT }

STATE
{
KEY { static }
FRAME         { %2 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
FRAME         { %2 }
SETCOLLID { 1 }
TEXT  { %1 }
MULTI
{
CONDITION
{
TIMER { 5000 }
GOTO { static }
}
}
}

STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { TextPanelClick }
COMMENT [Display a text panel when we click on it.]

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text to display:]
}

PARAM 

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

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }

FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT }


STATE
{
KEY { static }
FRAME         { %3 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
FRAME         { %3 }
SETCOLLID { 1 }
TEXTPANEL
{
%2
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {static}
}
}
}

STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { TextPanelStory }
COMMENT [Display a text panel when we click on it.]

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text to display1:]
}

PARAM
{
KEY { 3 }
TYPE {TEXT}
COMMENT [Text to display2:]
}
PARAM
{
KEY { 4 }
TYPE {TEXT}
COMMENT [Text to display3:]
}
PARAM
{
KEY { 5 }
TYPE {TEXT}
COMMENT [Text to display4:]
}

PARAM 

KEY  {6}
TYPE  {frame}
COMMENT [3D object:]
DISPLAY {}
}

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }

FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT }


STATE
{
KEY { static }
FRAME         { %6 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
FRAME         { %6 }
SETCOLLID { 1 }
TEXTPANEL
{
%2
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {parle1}
}
}
}
STATE
{
KEY { parle1 }
FRAME         { %6 }
SETCOLLID { 1 }
TEXTPANEL
{
%3
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {parle2}
}
}
}
STATE
{
KEY { parle2 }
FRAME         { %6 }
SETCOLLID { 1 }
TEXTPANEL
{
%4
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {parle3}
}
}
}
STATE
{
KEY { parle3 }
FRAME         { %6 }
SETCOLLID { 1 }
TEXTPANEL
{
%5
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {static}
}
}
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { itemMsgAppear }
COMMENT [ Backround object that appears when
it recieves a message: ]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: frame1]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {INT}
COMMENT [message to activate:]
DEFAULT {1}
}

PARAM 

KEY  {3}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { wait }
SETCOLLID { %3 }
MULTI
{
CONDITION
{
MSG { %2 }
GOTO { appear }
}
}
}
STATE
{
KEY { appear }
FRAME { %1 }
SETCOLLID { %3 }
}
}
]
}

STATE_MACHINE
{
KEY { trapWinvis }
COMMENT [ Backround object that dissapears when
it recieves a message: ]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: frame1]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {INT}
COMMENT [message to deactivate:]
DEFAULT {0}
}

PARAM 

KEY  {3}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|HANDLE|TRANSMIT }
STATE
{
KEY { start }
SETCOLLID { %3 }
FRAME { %1 }
MULTI
{
CONDITION
{
MSG { %2 }
GOTO { fin }
}
CONDITION
{
TIMER  { 0 }
GOTO  { start }
}
}
}
STATE
{
KEY { fin }
}
}
]
}
STATE_MACHINE
{
KEY { trapWeffect }
COMMENT [ Backround object that has multiple frames: ]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: frame1]
DEFAULT {chandler1}
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {LIST}
COMMENT [3D object: frame2]
LIST [chandler2]
LIST [CANDEL1B]
LIST [candel2b]
LIST [candel3b]
DEFAULT {chandler2}
}

PARAM 

KEY  {3}
TYPE  {LIST}
COMMENT [3D object: frame3]
LIST [chandler3]
LIST [CANDEL1C]
LIST [candel2c]
LIST [candel3c]
DEFAULT {chandler3}
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|HANDLE }
STATE
{
KEY { start }
SETLOWCOLLID { 0 }
FRAME { %1 }
MULTI
{
CONDITION
{
TIMER  { 0 }
GOTO  { next }
}
}
}
STATE
{
KEY { next }
SETLOWCOLLID { 0 }
FRAME { %2 }
MULTI
{
CONDITION
{
TIMER  { 0 }
GOTO  { next1 }
}
}
}
STATE
{
KEY { next1 }
SETLOWCOLLID { 0 }
FRAME { %3 }
MULTI
{
CONDITION
{
TIMER  { 0 }
GOTO  { start }
}
}
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { ItemDanger }
COMMENT [Backround Object glows during detection]

PARAM 

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

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG {ACTIVE|LIGHT|LIGHTBUFFER|DANGER}

STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
}
}
]
}

STATE_MACHINE
{
KEY { Item }
COMMENT [Backround Object]

PARAM 

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

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG {HANDLE|LIGHTBUFFER}
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
}
}
]
}

STATE_MACHINE
{
KEY { ItemLowCol }
COMMENT [Backround Object]

PARAM 

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

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG {HANDLE|LIGHTBUFFER}
STATE
{
KEY { close }
SETLOWCOLLID { %5 }
FRAME { %1 }
}
}
]
}


STATE_MACHINE
{
KEY { Item2Frame }
COMMENT [Backround Object]

PARAM 

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

PARAM 

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

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
FRAME { %2 }
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item2FrmDelay }
COMMENT [Backround Object, multiple frames with delay]

PARAM 

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

PARAM 

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

PARAM 

KEY  {3}
TYPE  {INT}
COMMENT [Delay between frames:]
DEFAULT { 3000 }
}

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { frame1 }
SETCOLLID { %5 }
FRAME { %1 }
MULTI
{
CONDITION
{
TIMER  { %3 }
GOTO  { frame2 }
}
}
}
STATE
{
KEY { frame2 }
SETCOLLID { %5 }
FRAME { %2 }
MULTI
{
CONDITION
{
TIMER  { %3 }
GOTO  { frame1 }
}
}
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item2FrameTxt }
COMMENT [Backround Object .... with text description]

PARAM 

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

PARAM 

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

PARAM
{
KEY { 3 }
TYPE {TEXT}
COMMENT [Description:]
}

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHT|LIGHTBUFFER|HANDLE }
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
FRAME { %2 }
MULTI
{
CONDITION
{
CLICK {}
GOTO { display }
}
}
}
STATE
{
KEY { display }
FRAME { %1 }
FRAME { %2 }
SETCOLLID  { %5 }
TEXT { %3 }
MULTI
{
CONDITION
{
TIMER { 0 }
GOTO { close }
}
}
}

STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item3Frame }
COMMENT [Backround Object]

PARAM 

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

PARAM 

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

PARAM 

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

PARAM 

KEY  {5}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %5 }
FRAME { %1 }
FRAME { %2 }
FRAME { %3 }
}
STATE
{
KEY { fin }
}
}
]
}
STATE_MACHINE
{
KEY { Item5Frame }
COMMENT [Backround Object]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_POISPOOL_1}
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_POISPOOL_2}
}

PARAM 

KEY  {3}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_POISPOOL_3}
}

PARAM 

KEY  {4}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_POISPOOL_4}
}

PARAM 

KEY  {5}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_POISPOOL_5}
}

PARAM 

KEY  {6}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [Lrg Coll=2]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %6 }
FRAME { %1 }
FRAME { %1 }
FRAME { %2 }
FRAME { %2 }
FRAME { %3 }
FRAME { %3 }
FRAME { %4 }
FRAME { %4 }
FRAME { %5 }
FRAME { %5 }
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item8Frame }
COMMENT [Backround Object]

PARAM 

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

PARAM 

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

PARAM 

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

PARAM 

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

PARAM 

KEY  {5}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {6}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {7}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {8}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {9}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %9 }
FRAME { %1 }
FRAME { %2 }
FRAME { %3 }
FRAME { %4 }
FRAME { %5 }
FRAME { %6 }
FRAME { %7 }
FRAME { %8 }
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item9Frame }
COMMENT [Backround Object]

PARAM 

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

PARAM 

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

PARAM 

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

PARAM 

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

PARAM 

KEY  {5}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {6}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {7}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {8}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {9}
TYPE  {frame}
COMMENT [3D object:]
}

PARAM 

KEY  {10}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %10 }
FRAME { %1 }
FRAME { %2 }
FRAME { %3 }
FRAME { %4 }
FRAME { %5 }
FRAME { %6 }
FRAME { %7 }
FRAME { %8 }
FRAME { %9 }
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { Item11Frame }
COMMENT [Backround Object]
PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED12}
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED1}
}

PARAM 

KEY  {3}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED2}
}

PARAM 

KEY  {4}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED3}
}

PARAM 

KEY  {5}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED4}
}

PARAM 

KEY  {6}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED5}
}

PARAM 

KEY  {7}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED11}
}

PARAM 

KEY  {8}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED10}
}

PARAM 

KEY  {9}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED9}
}

PARAM 

KEY  {10}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED8}
}

PARAM 

KEY  {11}
TYPE  {frame}
COMMENT [3D object:]
DEFAULT {1EL_SKULLPED7}
}

PARAM 

KEY  {12}
TYPE  {LIST}
COMMENT [Options:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [pas de collision]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { HANDLE }
STATE
{
KEY { close }
SETCOLLID { %12 }
FRAME { %1 }
FRAME { %1 }
FRAME { %2 }
FRAME { %2 }
FRAME { %3 }
FRAME { %3 }
FRAME { %4 }
FRAME { %4 }
FRAME { %5 }
FRAME { %5 }
FRAME { %6 }
FRAME { %6 }
FRAME { %5 }
FRAME { %5 }
FRAME { %4 }
FRAME { %4 }
FRAME { %3 }
FRAME { %3 }
FRAME { %2 }
FRAME { %2 }
FRAME { %1 }
FRAME { %1 }
FRAME { %7 }
FRAME { %7 }
FRAME { %8 }
FRAME { %8 }
FRAME { %9 }
FRAME { %9 }
FRAME { %10 }
FRAME { %10 }
FRAME { %11 }
FRAME { %11 }
FRAME { %10 }
FRAME { %10 }
FRAME { %9 }
FRAME { %9 }
FRAME { %8 }
FRAME { %8 }
FRAME { %7 }
FRAME { %7 }
}
STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { effect1ConstantSFX }
COMMENT [Play an effect consistantly. Sound added. ( Campfire )]

PARAM 

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text display when we click on it:]
}

PARAM 

KEY  { 3 }
TYPE  { LIST }
COMMENT [Option:]
LIST[Collision=1]
LIST[No collision=0]
DEFAULT [No collision]
}

PARAM 

KEY  { 4 }
TYPE  { INT }
COMMENT [Delay before this state machine is ready to repeat:]
DEFAULT [500]
}

PARAM 

KEY  { 5 }
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]
}

PARAM
{
KEY { 6 }
TYPE { SOUND }
COMMENT [Sound to play:]
DEFAULT { }
}

CODE
[
TRAP
{
KEY {%0}
FLAG { ACTIVE|HANDLE|SIDEDETECT|TRANSMIT }
STATE
{
KEY { start }
SETCOLLID { %3 }
FRAME { %1 }
ACTION
{
SOUND { %6 }
EFFECT  { %5 }
EFFECT  { %5 }
EFFECT  { %5 }
EFFECT  { %5 }
EFFECT  { %5 }
EFFECT  { %5 }

}
MULTI
{
CONDITION
{
MSG {0}
GOTO {fin}
}
CONDITION
{
CLICK {}
GOTO { display }
}

CONDITION
{
TIMER { %4 }
GOTO { start }
}
}
}
STATE
{
KEY { display }
FRAME { %1 }
SETCOLLID  { %3 }
TEXT { %2 }
MULTI
{
CONDITION
{
TIMER { %4 }
GOTO { start }
}
}
}

STATE
{
KEY {fin}
FRAME { %1 }
SETCOLLID { %3 }
}
}
]
}

STATE_MACHINE
{
KEY { effect1vrObj }
COMMENT [Play an effect consistantly. Sound added. Deactivated by VrObj.]

PARAM 

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text display when we click on it:]
}

PARAM 

KEY  { 3 }
TYPE  { LIST }
COMMENT [Option:]
LIST[Collision=1]
LIST[No collision=0]
DEFAULT [No collision]
}

PARAM 

KEY  { 4 }
TYPE  { INT }
COMMENT [Delay before this state machine is ready to repeat:]
DEFAULT [500]
}

PARAM 

KEY  { 5 }
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]
}

PARAM
{
KEY { 6 }
TYPE { SOUND }
COMMENT [Sound to play:]
DEFAULT { }
}

PARAM
{
KEY  { 7 }
TYPE { OBJECT }
COMMENT [Object to deactivate Machine:]
IN {}
}

CODE
[
TRAP
{
KEY {%0}
FLAG { ACTIVE|HANDLE|SIDEDETECT|TRANSMIT }
STATE
{
KEY { start }
SETCOLLID { %3 }
FRAME { %1 }
ACTION
{
SOUND { %6 }
EFFECT  { %5 }
EFFECT  { %5 }
EFFECT  { %5 }

}
MULTI
{
CONDITION
{
OBJECT { %7 }
GOTO {fin}
}
CONDITION
{
CLICK {}
GOTO { display }
}

CONDITION
{
TIMER { %4 }
GOTO { start }
}
}
}
STATE
{
KEY { display }
FRAME { %1 }
SETCOLLID  { %3 }
TEXT { %2 }
MULTI
{
CONDITION
{
TIMER { %4 }
GOTO { start }
}
}
}

STATE
{
KEY {fin}
FRAME { %1 }
SETCOLLID { %3 }
}
}
]
}

STATE_MACHINE
{
KEY { TextClickPanel }
COMMENT [Display a text panel when we click on it.]

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

PARAM
{
KEY { 2 }
TYPE {TEXT}
COMMENT [Text to display:]
}

PARAM 

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

PARAM 

KEY  {4}
TYPE  {LIST}
COMMENT [Collision On Panel:]
LIST [Collision=1]
LIST [No collision=0]
DEFAULT [Collision]
}
CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }

FLAG { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT }


STATE
{
KEY { static }
FRAME         { %3 }
SETCOLLID { %4 }
MULTI
{
CONDITION
{
CLICK {}
GOTO {parle}
}
}
}

STATE
{
KEY { parle }
FRAME         { %3 }
SETCOLLID { %4 }
TEXTPANEL
{
%2
}
MULTI
{
CONDITION
{
CLOSEPANEL {}
GOTO {static}
}
}
}

STATE
{
KEY { fin }
}
}
]
}

STATE_MACHINE
{
KEY { MsgCollRel }
COMMENT [Collision, clears when it recieves a message.]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: Not Visible]
DISPLAY {}
}

PARAM
{
KEY { 2 }
TYPE {INT}
COMMENT [Message to release collision:]
DEFAULT {}
}

PARAM 

KEY  { 3 }
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]
}

PARAM
{
KEY { 4 }
TYPE { SOUND }
COMMENT [Sound to play:]
DEFAULT { }
}

CODE
[
TRAP
{
KEY { %0 }

FLAG { HANDLE }

STATE
{
KEY { static }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
MSG { %2 }
GOTO { wait }
}
}
}

STATE
{
KEY { wait }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
TIMER { 3000 }
GOTO { open }
}
}
}
STATE
{
KEY { open }
CLEARCOLLID { 1 }
ACTION
{
SOUND { %4 }
EFFECT { %3 }
}
JUMP { fin }
}

STATE
{
KEY { fin }
CLEARCOLLID { 1 }
}
}
]
}

 

 
4 cycle container PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:13

Starts empty, Obj1 appears if it receives 4 VO's, resets when empty, 3 x with 3 objects - finally keeps resetting for Obj4. Used in the Arena pedestals.

STATE_MACHINE
{
KEY { contVar3VrObj }

COMMENT [This container starts empty, object1 appears after it recieves a vrObj
4 times, then resets to empty, this is done 3 times with 3 objects, at the end keeps
resetting for the last item.]

PARAM 

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

PARAM 

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

PARAM 

KEY  {3}
TYPE  {FRAME}
COMMENT [3D object: open Object 1]
DISPLAY {}
}

PARAM 

KEY  {4}
TYPE  {FRAME}
COMMENT [3D object: open Object 2]
}

PARAM 

KEY  {5}
TYPE  {FRAME}
COMMENT [3D object: open Object 3]
}

PARAM 

KEY  {6}
TYPE  {OBJECT}
COMMENT [vrObject to open:]
IN  {}
}

PARAM 

KEY  {7}
TYPE  {object}
COMMENT [Received object 1:]
OUT  {}
}

PARAM 

KEY  {8}
TYPE  {object}
COMMENT [Received object 2:]
OUT  {}
}

PARAM 

KEY  {9}
TYPE  {object}
COMMENT [Received object 3:]
OUT  {}
}

PARAM 

KEY  {10}
TYPE  {SOUND}
COMMENT [Sound to play when the objects are taken:]
DEFAULT {S_GRAB}
}

PARAM 

KEY  {11}
TYPE  {LIST}
COMMENT [Effect to play when object appears:]
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  {12}
TYPE  {TEXT}
COMMENT [This text description of machine:]
}

CODE
[
TRAP
{
KEY { %0 }
NAME { %1 }
FLAG { ACTIVE|LIGHTBUFFER|HANDLE|LIGHT|NEEDPOS|SIDEDETECT }

STATE
{
KEY { close1 }
FRAME { %2 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait1a }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait1a }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait2a }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait2a }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait3a }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait3a }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { object1 }
}
}
FAIL { %12 }
}

STATE
{
KEY { object1 }
FRAME { %3 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
EFFECT  { %11 }
}
MULTI
{
CONDITION
{
CLICK { }
GOTO { getobj1 }
}
}
}

STATE
{
KEY { getobj1 }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
SOUND  { %10 }
OBJECTMOUSE { %7 }
}
MULTI
{
CONDITION
{
TIMER { 0 }
GOTO { close2 }
}
}
}
STATE
{
KEY { close2 }
FRAME { %2 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait1b }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait1b }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait2b }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait2b }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait3b }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait3b }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { object2 }
}
}
FAIL { %12 }
}

STATE
{
KEY { object2 }
FRAME { %4 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
EFFECT  { %11 }
}
MULTI
{
CONDITION
{
CLICK { }
GOTO { getobj2 }
}
}
}

STATE
{
KEY { getobj2 }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
SOUND  { %10 }
OBJECTMOUSE { %8 }
}
MULTI
{
CONDITION
{
TIMER { 0 }
GOTO { close3 }
}
}
}
STATE
{
KEY { close3 }
FRAME { %2 }
SETCOLLID { 1 }
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait1c }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait1c }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait2c }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait2c }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { wait3c }
}
}
FAIL { %12 }
}

STATE
{
KEY { wait3c }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %6 } 
GOTO { object3 }
}
}
FAIL { %12 }
}

STATE
{
KEY { object3 }
FRAME { %5 }
SETCOLLID { 1 }
ACTION
{
REMOVEOBJECT { %6 }
EFFECT  { %11 }
}
MULTI
{
CONDITION
{
CLICK { }
GOTO { getobj3 }
}
}
}

STATE
{
KEY { getobj3 }
FRAME { %2 }
SETCOLLID { 1 }
ACTION
{
SOUND  { %10 }
OBJECTMOUSE { %9 }
}
MULTI
{
CONDITION
{
TIMER { 0 }
GOTO { close3 }
}
}
}

STATE
{
KEY {endEnd}
}

}
]
}

 

 
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