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State Machines


Trigger pad with reactivation delay PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:12

Sends a message when walked on. Delayed re-activation. Used in The Arena in Elric's Legacy

STATE_MACHINE
{
KEY { Contact1Delay }
COMMENT [Sends a message when we walk on it, delay until activated again.]

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

PARAM
{
KEY { 2 }
TYPE {FRAME}
COMMENT [3D object : switch pushed]
}

PARAM
{
KEY { 3 }
TYPE {INT}
COMMENT [Message number to be sent when we walk on it:]
DEFAULT {1}
}

PARAM
{
KEY { 4 }
TYPE {INT}
COMMENT [Message number to be sent when we leave the switch:]
DEFAULT {0}
}

PARAM
{
KEY { 5 }
TYPE {INT}
COMMENT [Range of detection:]
DEFAULT {1}
}

PARAM
{
KEY { 6 }
TYPE {INT}
COMMENT [Delay before reactivation:]
DEFAULT {20000}
}
CODE
[

TRAP
{
KEY { %0 }
FLAG { LIGHTBUFFER|LIGHT|ACTIVE|TRANSMIT|HANDLE }
STATE
{
KEY { relache }
CLEARCOLLID { 1 }
FRAME {%1}

ACTION
{
MSG { %4 }
}

MULTI
{
CONDITION
{
COLLIDEX { 1,%5,1 }
GOTO { enfonce }
}
}

}

STATE
{
KEY { enfonce }
CLEARCOLLID { 1 }
FRAME {%2}
ACTION
{
MSG { %3 }
}
MULTI
{
CONDITION
{
TIMER { %6 }
GOTO { relache }
}
}
}

STATE
{
KEY { end }
}
}
]
}

 

 
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 }
}
}
]
}

 

 
Pedestal with beam - disappears with VO PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:09

Part of Leper's Dragon Prison (Shurangar)

STATE_MACHINE
{
KEY { PedPrism2 }
COMMENT [Locker...causes a beam to reflect when mounted: Beam Dissappears when it recieves a vrOBj]

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

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: initial open]
DEFAULT {PIEDPRISME_O}
}

PARAM 

KEY  {3}
TYPE  {frame}
COMMENT [3D object: final close]
DEFAULT {PIEDPRISME4_C}
DISPLAY  {} 
}
PARAM 

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

PARAM 

KEY  {5}
TYPE  {frame}
COMMENT [3D object: Object Mounted]
DEFAULT {PIEDPRISME_C}
}

PARAM 

KEY  {6}
TYPE  {object}
COMMENT [Key object to mount:]
IN  {}
}

PARAM 

KEY  {7}
TYPE  {object}
COMMENT [Virtual Object to detect :]
IN  {}
}

PARAM 

KEY  {8}
TYPE  {object}
COMMENT [Virtual Object to send:]
OUT  {}
}

PARAM 

KEY  {9}
TYPE  {frame}
COMMENT [3D object: Object Closed]
DEFAULT {1EL_PIEDPRISME_E}
}

PARAM 

KEY  {10}
TYPE  {object}
COMMENT [vrOBject to disable machine(vrdragonfree):]
IN  {}
}

PARAM 

KEY  {11}
TYPE  {object}
COMMENT [vrOBject to remove Glow (vrhalo):]
IN  {}
}

CODE
[

TRAP
{
KEY { %0 }
NAME { %1 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|SIDEDETECT|CLEARMOUSE|HANDLE }
STATE
{
KEY { vide }
SETCOLLID { 1 }
FRAME { %2 }
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
OBJECT { %7 } 
GOTO { previousOkVide }
}
CONDITION
{
OBJECT { %6 } 
GOTO { soundplein }
}
}
}

STATE
{
KEY { previousOkVide }
SETCOLLID { 1 }
FRAME { %4 }
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
OBJECT { %6 } 
GOTO { soundpreviousOkplein }
}
CONDITION
{
OBJECT { %7 } 
GOTO { previousOkVide }
}
CONDITION
{
TIMER { 0 } 
GOTO { vide }
}
}
}

STATE
{
KEY { soundpreviousOkplein }
SETCOLLID { 1 }
FRAME { %3 }
ACTION
{
SOUND {CLIC3}
}
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
TIMER { 0 } 
GOTO { previousOkplein }
}
}
}

STATE
{
KEY { previousOkplein }
SETCOLLID { 1 }
FRAME { %3 }
ACTION
{
OBJECT { %8 }
}
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
CLICK {} 
GOTO { previousOkrevide }
}
CONDITION
{
OBJECT { %7 } 
GOTO { previousOkplein }
}
CONDITION
{
TIMER { 0 } 
GOTO { plein }
}
}
}

STATE
{
KEY { previousOkrevide }
SETCOLLID { 1 }
FRAME { %3 }
ACTION
{
SOUND { S_GRAB }
OBJECTMOUSE { %6 }
REMOVEOBJECT { %8 }
}
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
TIMER {0} 
GOTO { previousOkVide }
}
}
}

STATE
{
KEY { soundplein }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
SOUND {CLIC3}
}
MULTI
{
CONDITION
{
TIMER { 0 } 
GOTO { plein }
}
}
}

STATE
{
KEY { plein }
SETCOLLID { 1 }
FRAME { %5 }
ACTION
{
REMOVEOBJECT { %8 }
}
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
OBJECT { %7 } 
GOTO { previousOkplein }
}
CONDITION
{
CLICK {} 
GOTO { revide }
}
}
}

STATE
{
KEY { revide }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
SOUND { S_GRAB }
OBJECTMOUSE { %6 }
}
MULTI
{
CONDITION
{
OBJECT { %10 } 
GOTO { fin }
}
CONDITION
{
TIMER {0} 
GOTO { vide }
}
}
}

STATE
{
KEY { fin }
SETCOLLID { 1 }
FRAME { %9 }
MULTI
{
CONDITION
{
OBJECT { %11 } 
GOTO { fin }
}
CONDITION
{
TIMER {0} 
GOTO { finfin }
}
}
}
STATE
{
KEY { finfin }
SETCOLLID { 1 }
FRAME { %5 }
MULTI
{
CONDITION
{
OBJECT { %11 } 
GOTO { fin }
}
CONDITION
{
TIMER {0} 
GOTO { finfin }
}
}
}
}
]
}

 

 
Draak PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 17:07
STATE_MACHINE
{
KEY { Draak }

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

PARAM
{
KEY {2}
TYPE {SKELFILE}
COMMENT [Name of the skeleton file:]
}

PARAM
{
KEY {3}
TYPE {SKELNAME}
COMMENT [Name of the model:]
DISPLAY  {}
}

PARAM
{
KEY { 4 }
TYPE {TEXT}
COMMENT [Text diplay when we speak to him:]
}


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

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

STATE
{
KEY { static }
SKELNAME { lord  }
SKELANIM { static }
SETCOLLID { 4 }
MULTI
{
CONDITION
{
COLLIDEX { 1,8,1 }
GOTO { parle }
}
}
}

STATE
{
KEY { parle }
SKELNAME { lord  }
SKELANIM { static }
SETCOLLID { 4 }
TEXTPANEL  { %4 } 
MULTI
{
CONDITION
{
CLOSEPANEL {  }
GOTO { transform }
}
}
}

STATE
{
KEY { transform }
SKELNAME { lord  }
SKELANIM { sort }
SETCOLLID { 4 }
MULTI
{
CONDITION
{
ENDANIM {}
GOTO {genere}
}
}
}

STATE
{
KEY { genere }
SETCOLLID { 4 }
SKELNAME { lord  }
SKELANIM { sort2 }
ACTION
{
FMV {data10.avi}
}
MULTI
{
CONDITION
{
TIMER {1}
GOTO {fin}
}
}
}

STATE
{
KEY { fin }
CLEARCOLLID { 4 }
ACTION
{
EFFECT { SMOKE }
MONSTER {BOSS1}
}
}
}
]
}

 

 
Deco Dummy PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 13:49

A none active machine to display any .03d object for decoration only.

STATE_MACHINE
{ KEY { DecoDummy }
COMMENT [Deco-object.]
PARAM

KEY       {1}
TYPE       {frame}
COMMENT    [3D object:]
DISPLAY {}
}
PARAM
{
KEY        { 2 }
TYPE      {INT}
COMMENT    [Size of the collision(0-n):]
DEFAULT {0}
}  
CODE
[
TRAP
{
KEY
{
%0
}
FLAG   { HANDLE }
STATE
{
KEY { deco }
SETCOLLID { %2 }
FRAME { %1 }
}
}
]
}

 

 
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