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State Machines


Queen PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 13:28

Taken from Pilgrim's forum post:

Okay, the Queen machine has a radius of 2. Place two spaces behind her a QueenCollision machine with a radius of 2, then another collision machine with a radius of 2 two spaces behind that, then a line of 3 collison 1 machines (giving you a 7x3 block of collisions). Then in the middle behind them add a monster generator. Remember to link the Queen to these six machines.

STATE_MACHINE {
KEY {Queen}
COMMENT [Insect Queen with Crystal of Bravery. Sends messages to a generate monsters. Can only be hit if an object is worn and dies after being hit a number of times (a virtual object acts as counter). When killed drops crystal and sends a message to clear collisions.]

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

PARAM {
KEY {2}
TYPE {OBJECT}
DEFAULT {ITEM_CRISTAL3}
COMMENT [Object dropped by Insect Queen:]}

PARAM {
KEY {3}
TYPE {OBJECT}
DEFAULT {ITSWORDELWON}
COMMENT [Object needed to hit Insect Queen:]}

PARAM {
KEY {4}
TYPE {ALPHA}
COMMENT [Hit effect (e.g.: NOSTONE):]}

PARAM {
KEY {5}
TYPE {OBJECT}
COMMENT [Virtual object to act as hit counter:]}

PARAM {
KEY {6}
TYPE {INT}
DEFAULT {8}
COMMENT [Hits needed to kill Insect Queen:]}

PARAM {
KEY {7}
TYPE {MONSTER}
DEFAULT {FLY8}
COMMENT [Monster spawned by Insect Queen:]}

PARAM {
KEY {8}
TYPE {INT}
DEFAULT {8}
COMMENT [Maximum concurrent monsters spawned:]}

PARAM {
KEY {9}
TYPE {INT}
DEFAULT {1}
COMMENT [Message sent to spawn monster:]}

PARAM {
KEY {10}
TYPE {FRAME}
DEFAULT {QUEEN}
DISPLAY {}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {LIGHT|LIGHTBUFFER|ATTACK|ACTIVE|SIDEDETECT|NOSHADOW}
SKELFILE {QUEEN}
NAME {%1}

STATE {
KEY {STATIC}
SKELNAME {QUEEN}
SKELANIM {STATIC}
SETCOLLID {2}
MULTI {
CONDITION {
VGE {%5,%6}
GOTO {FOUTU}}
CONDITION {
OBJECTWEAR {%3}
GOTO {HIT}}
CONDITION {
MONSTERCOUNT {%7,%8}
GOTO {GENERE}}}}

STATE {
KEY {HIT}
SKELNAME {QUEEN}
SKELANIM {HIT}
SETCOLLID {2}
ACTION {
EFFECT {%4}
VADD {%5,1}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {STATIC}}}}

STATE {
KEY {GENERE}
SKELNAME {QUEEN}
SKELANIM {ATTACK1}
SETCOLLID {2}
MULTI {
CONDITION {
OBJECTWEAR {%3}
GOTO {HIT}}
CONDITION {
ENDANIM {}
GOTO {GENERE2}}}}

STATE {
KEY {GENERE2}
SKELNAME {QUEEN}
SKELANIM {ATTACK1FIN}
SETCOLLID {2}
ACTION { 
MSG {%9}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {STATIC}}}}

STATE {
KEY {FOUTU}
SKELNAME {QUEEN}
SKELANIM {TOUCHE}
SETCOLLID {2}
ACTION {
MSG {123456789}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TOUCHE}}}}

STATE {
KEY {TOUCHE}
SKELNAME {QUEEN}
SKELANIM {MORT}
SETCOLLID {2}
ACTION {
EFFECT {%4}
EFFECT {FUMEE}
EFFECT {EXPLODE}
SOUND {BURN}
OBJECT {%2}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {STATICBAS}}}}

STATE {
KEY {STATICBAS}
SKELNAME {QUEEN}
SKELANIM {STATBAS}
CLEARCOLLID {2}}}]}

 

STATE_MACHINE {
KEY {QueenCollision}
COMMENT [Collision with a radius of 1 or 2 that clears by message from Insect Queen. Place behind her two radius 2 collisions, then 3 radius 1 collisions (to make a 7x3 block), then the generator (making the monster look like it's coming from the Queen's sphincter.)]

PARAM {
KEY {1}
TYPE {FRAME}
DISPLAY {}
COMMENT [Quest Editor display]}

PARAM {
KEY {2}
TYPE {INT}
DEFAULT {2}
COMMENT [Collision radius (1 or 2):]}

CODE [
TRAP {
KEY {%0}
FLAG {}

STATE {
KEY {COLLID}
SETCOLLID {%2}
MULTI {
CONDITION {
MSG {123456789}
GOTO {CLEARCOLLID}}}}

STATE {
KEY {CLEARCOLLID}
CLEARCOLLID {%2}
ACTION {
EFFECT {FUMEE}
EFFECT {EXPLODE}
SOUND {BURN}}}}]}

 

 
Invocation PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:57

Taken from Pilgrim's forum post:

Yay! The friendly fire golem from the Invocation spell. Why was this fun little guy omitted from the Quest Editor?

STATE_MACHINE {
KEY {Invocation}
COMMENT [Machine that summons a monster by message and/or virtual object and/or the Player approaching (this function can be desiabled by setting to zero). Machine has a limit of concurrent monsters. Defaulted to the friendly fire golem from the Invocation spell.]

PARAM {
KEY {1}
TYPE {FRAME}
DISPLAY {}
COMMENT [Frame:]}

PARAM {
KEY {2}
TYPE {MONSTER}
DEFAULT {SPELLGOLEMFIRE}
COMMENT [Monster summoned]}

PARAM {
KEY {3}
TYPE {SOUND}
DEFAULT {INVOCATION}
COMMENT [Sound:]}

PARAM {
KEY {4}
TYPE {ALPHA}
COMMENT [Effect (e.g.: BTELEPORT):]}

PARAM {
KEY {5}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to summon monster:]}

PARAM {
KEY {6}
TYPE {OBJECT}
COMMENT [Virtual object to summon monster:]}

PARAM {
KEY {7}
TYPE {INT}
DEFAULT {5}
COMMENT [Approach radius (minimum of 2):]}

PARAM {
KEY {8}
TYPE {INT}
DEFAULT {8}
COMMENT [Concurrent monsters limit:]}

PARAM {
KEY {9}
TYPE {INT}
DEFAULT {2500}
COMMENT [Delay in milliseconds between monster generation]:}

CODE [
TRAP {
KEY {%0}
FLAG {HANDLE|LIGHT|LIGHTBUFFER|TRANSMIT}

STATE {
KEY {INITIAL}
CLEARCOLLID {1}
FRAME {%1}
MULTI {
CONDITION {
MSG {%5}
GOTO {COUNT}}
CONDITION {
OBJECT {%6}
GOTO {COUNT}}
CONDITION {
COLLIDEX {1,%7,1}
GOTO {COUNT}}}}

STATE {
KEY {COUNT}
CLEARCOLLID {1}
FRAME {%1}
MULTI {
CONDITION {
MONSTERCOUNT {%2,%8}
GOTO {COLLID}}}}

STATE {
KEY {COLLID}
CLEARCOLLID {1}
FRAME {%1}
MULTI {
CONDITION {
COLLID {0}
GOTO {INVOKE}}}}

STATE {
KEY {INVOKE}
CLEARCOLLID {1}
FRAME {%1}
ACTION {
SOUND {%3}
EFFECT {%4}
MONSTER {%2}}
MULTI {
CONDITION {
TIMER {%9}
GOTO {INITIAL}}}}}]}

 

 
PNJWitch PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:49

Taken from Pilgrim's forum post:

Okay, the Mika the witch is another one of those machines that aren't very versatile. You either give her a mirror or she gives you a mirror. Can be toggled to give or show her the object (if you're giving her the mirror then leave it as give otherwise you'll both end up holding mirrors) and can be toggled to whether the given object is virtual or not (again if you're giving her a mirror then this is redundant), so that she needs a click rather than blurting out her text the moment she detects the virtual object. Included in the zip is the WITCH custom mesh for Quest Editor display purposes.

STATE_MACHINE {
KEY {PNJWitch}
COMMENT [Mika the witch who exchanges the cursed mirror for an object or vice versa.]

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

PARAM {
KEY {2}
TYPE {TEXT}
COMMENT [Introduction (fail) text:]}

PARAM {
KEY {3}
TYPE {TEXT}
COMMENT [Exchange text:]}

PARAM {
KEY {4}
TYPE {OBJECT}
DEFAULT {ITMIROIR2}
COMMENT [Mirror:]}

PARAM {
KEY {5}
TYPE {OBJECT}
COMMENT [Object:]}

PARAM {
KEY {6}
TYPE {LIST}
LIST [Give witch the mirror=MIRRORNO]
LIST [Witch gives you the mirror=MIRRORYES]
DEFAULT [Give witch the mirror]
COMMENT [Does the witch give or receive the mirror?]}

PARAM {
KEY {7}
TYPE {LIST}
LIST [Give=CLEARMOUSE]
LIST [Show=]
DEFAULT [Give]
COMMENT [Give or show object?]}

PARAM {
KEY {8}
TYPE {LIST}
LIST [Yes=CLICK]
LIST [No=MIRRORYESCLEAR]
DEFAULT [No]
COMMENT [Is object given to witch a virtual object?]}

PARAM {
KEY {9}
TYPE {TEXT}
COMMENT [End text:]}

PARAM {
KEY {10}
TYPE {FRAME}
DISPLAY {}
DEFAULT {WITCH}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {%7|ACTIVE|LIGHT|LIGHTBUFFER|NEEDPOS|SIDEDETECT}
SKELFILE {WITCH}
NAME {%1}

STATE {
KEY {INITIAL}
SETCOLLID {1}
MULTI {
CONDITION {
TIMER {0}
GOTO {%6}}}}

STATE {
KEY {MIRRORNO}
SETCOLLID {1}
SKELNAME {WITCH1}
SKELANIM {STATIC1}
MULTI {
CONDITION {
OBJECT {%4}
GOTO {MIRRORNOCLEAR}}}
FAILPANEL {%2}}

STATE {
KEY {MIRRORNOCLEAR}
SETCOLLID {1}
SKELNAME {WITCH1}
SKELANIM {STATIC1}
MULTI {
CONDITION {
ENDANIM {}
GOTO {MIRRORNOTEXT}}}}

STATE {
KEY {MIRRORNOTEXT}
SETCOLLID {1}
SKELNAME {WITCH1}
SKELANIM {STATIC1}
TEXTPANEL {%3}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {MIRRORNOGIVE}}}}

STATE {
KEY {MIRRORNOGIVE}
SETCOLLID {1}
SKELNAME {WITCH2}
SKELANIM {STATIC2}
ACTION {
OBJECTMOUSE {%5}}
MULTI {
CONDITION {
OBJECT {}
GOTO {DUMMY}}}
FAILPANEL {%9}}

STATE {
KEY {MIRRORYES}
SETCOLLID {1}
SKELNAME {WITCH2}
SKELANIM {STATIC2}
MULTI {
CONDITION {
OBJECT {%5}
GOTO {%8}}}
FAILPANEL {%2}}

STATE {
KEY {CLICK}
SETCOLLID {1}
SKELNAME {WITCH2}
SKELANIM {STATIC2}
MULTI {
CONDITION {
CLICK {}
GOTO {MIRRORYESTEXT}}}}

STATE {
KEY {MIRRORYESCLEAR}
SETCOLLID {1}
SKELNAME {WITCH2}
SKELANIM {STATIC2}
MULTI {
CONDITION {
ENDANIM {}
GOTO {MIRRORYESTEXT}}}}

STATE {
KEY {MIRRORYESTEXT}
SETCOLLID {1}
SKELNAME {WITCH2}
SKELANIM {STATIC2}
TEXTPANEL {%3}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {MIRRORYESGIVE}}}}

STATE {
KEY {MIRRORYESGIVE}
SETCOLLID {1}
SKELNAME {WITCH1}
SKELANIM {STATIC1}
ACTION {
OBJECTMOUSE {%4}}
MULTI {
CONDITION {
OBJECT {}
GOTO {DUMMY}}}
FAILPANEL {%9}}

STATE {
KEY {DUMMY}}}]}

 

 
Leper's Spider door from Elric's Legacy PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:47

Now that is a cool looking machine.... Is it just me or does everyone get a sense of well being after constructing a nice machine? - Leper.

STATE_MACHINE 

KEY { DoorObjAttHitex } 
COMMENT [Door is opened when attacked while wearing an object. If object is not worn player recieves damage.] 
PARAM 

KEY     {1} 
TYPE     {FRAME} 
COMMENT  [3D object: initial close] 
DEFAULT   {1EL_CAVEDOOR} 
DISPLAY   {} 


PARAM  

KEY    { 2 } 
TYPE    {OBJECT} 
COMMENT  [Object you must wear to be able to smash the door:] 
IN     {} 


PARAM  

KEY    { 3 } 
TYPE    {INT} 
COMMENT  [Range of detection of this object:] 
DEFAULT   {4} 

PARAM  

KEY    { 4 } 
TYPE    {INT} 
COMMENT  [Damage:] 
DEFAULT   {1000} 


PARAM  

KEY    { 5 } 
TYPE    {INT} 
COMMENT  [Range of damage:] 
DEFAULT   {2} 


PARAM  

KEY    { 6 } 
TYPE    {SOUND} 
COMMENT  [Sound to play when it explodes:] 
DEFAULT   {BURN} 


CODE 

TRAP 

KEY    { %0 } 
FLAG  { LIGHTBUFFER|LIGHT|ACTIVE|NEEDPOS|SIDEDETECT|ATTACK }
STATE                

KEY    { door } 
FRAME    { %1 }      
SETCOLLID  { 1 }        
MULTI 

CONDITION 

CLICK  { } 
GOTO  { test }  



STATE                

KEY    { test } 
FRAME    { %1 }      
SETCOLLID  { 1 }        

MULTI 

CONDITION 

SENSEWEAR  { %2,%3 } 
GOTO  { open }  

CONDITION 

TIMER  { 0 } 
GOTO  { explode }  




STATE 

KEY    { explode } 
FRAME    { %1 } 
SETCOLLID  { 1 } 
ACTION 

EFFECT  { explode } 
EFFECT  { fumee } 
HITEX  { %4, %5 } 
SOUND  { %6 }  

MULTI 

CONDITION 

TIMER  { 0 } 
GOTO  { door }  




STATE 

KEY  {open}  
CLEARCOLLID  { 1 } 
ACTION 

EFFECT  { nostone } 
EFFECT  { fumee }  

MULTI 

CONDITION 

TIMER  { 100 } 
GOTO  { destruct }  



STATE                  
{                  
KEY  { destruct } 
CLEARCOLLID  { 1 }  



}

 

 
SpiderJump PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:46

Taken from Pilgrim's post:

Spiders jumping down from above and attacking your Players? Fantastic fun! Set the MONSTERCOUNT high and watch them get overwhelmed with scuttling monsters. You see this is why they have Invisibility scrolls. Only the SPIAP2 skelfile has a jumping animation so only SPIDER2 monsters can be generated (or custom SPIDER2 monsters) but the giant spiders have all their jumping animations enabled.

STATE_MACHINE {
KEY {SpiderJump}
COMMENT [Spider that jumps down and attacks when approached by Player (this feature can be disabled by setting the approach radius to zero) and/or message and/or virtual object.]

PARAM {
KEY {1}
TYPE {MONSTER}
DEFAULT {SPIDER2}
COMMENT [Spider generated:]}

PARAM {
KEY {2}
TYPE {INT}
DEFAULT {16}
COMMENT [Maximum spiders generated:]}

PARAM {
KEY {3}
TYPE {INT}
DEFAULT {3}
COMMENT [Approach radius to generate spider (minimum of 2):]}

PARAM {
KEY {4}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to generate spider:]}

PARAM {
KEY {5}
TYPE {OBJECT}
COMMENT [Virtual object to generate spider:]}

PARAM {
KEY {6}
TYPE {SKELNAME}
DEFAULT {SPIAP2}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {7}
TYPE {SKELFILE}
DEFAULT {SPIAP2}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {LIGHT|LIGHTBUFFER|NEEDPOS|SIDEDETECT|HANDLE}
SKELFILE {SPIAP2}

STATE {
KEY {WAIT}
CLEARCOLLID {1}
MULTI {
CONDITION {
COLLIDEX {1,%3,1}
GOTO {COUNT}}
CONDITION {
MSG {%4}
GOTO {COUNT}}
CONDITION {
OBJECT {%5}
GOTO {COUNT}}}}

STATE {
KEY {COUNT}
CLEARCOLLID {1}
MULTI {
CONDITION {
MONSTERCOUNT {%1,%2}
GOTO {COLLID}}
CONDITION {
TIMER {0}
GOTO {WAIT}}}}

STATE {
KEY {COLLID}
CLEARCOLLID {1}
MULTI {
CONDITION {
COLLID {1}
GOTO {WAIT}}
CONDITION {
TIMER {0}
GOTO {DOWN}}}}

STATE {
KEY {DOWN}
SETCOLLID {1}
SKELNAME {SPIAP2}
SKELANIM {DOWN}
ACTION {
SOUND {SPIDERATTACK}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {SPIDER}}}}

STATE {
KEY {SPIDER}
CLEARCOLLID {1}
ACTION {
MONSTER {%1}}
JUMP {WAIT}}

STATE {
KEY {DUMMY}}}]}

 

STATE_MACHINE {
KEY {SpiderJumpGiant}
COMMENT [Giant spider that jumps down and attacks when approached by Player (this feature can be disabled by setting the approach radius to zero) and/or message and/or virtual object.]

PARAM {
KEY {1}
TYPE {MONSTER}
DEFAULT {SPIDW}
COMMENT [Spider generated:]}

PARAM {
KEY {2}
TYPE {INT}
DEFAULT {8}
COMMENT [Maximum spiders generated:]}

PARAM {
KEY {3}
TYPE {INT}
DEFAULT {4}
COMMENT [Approach radius to generate spider (minimum of 4):]}

PARAM {
KEY {4}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to generate spider:]}

PARAM {
KEY {5}
TYPE {OBJECT}
COMMENT [Virtual object to generate spider:]}

PARAM {
KEY {6}
TYPE {LIST}
LIST [(SPIDW) Green and yellow=SPIDW]
LIST [(SPIDX) Bluish grey=SPIDX]
LIST [(SPIDY) Orange and yellow=SPIDY]
DEFAULT [(SPIDW) Green and yellow]
COMMENT [Skelfile:]}

PARAM {
KEY {7}
TYPE {SKELNAME}
DEFAULT {SPIDW}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {8}
TYPE {SKELFILE}
DEFAULT {SPIDW}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {LIGHT|LIGHTBUFFER|NEEDPOS|SIDEDETECT|HANDLE}
SKELFILE {%6}

STATE {
KEY {WAIT}
CLEARCOLLID {2}
MULTI {
CONDITION {
COLLIDEX {1,%3,1}
GOTO {COUNT}}
CONDITION {
MSG {%4}
GOTO {COUNT}}
CONDITION {
OBJECT {%5}
GOTO {COUNT}}}}

STATE {
KEY {COUNT}
CLEARCOLLID {2}
MULTI {
CONDITION {
MONSTERCOUNT {%1,%2}
GOTO {COLLID}}
CONDITION {
TIMER {0}
GOTO {WAIT}}}}

STATE {
KEY {COLLID}
CLEARCOLLID {2}
MULTI {
CONDITION {
COLLIDEX {1,2,7}
GOTO {WAIT}}
CONDITION {
TIMER {0}
GOTO {DOWN}}}}

STATE {
KEY {DOWN}
SETCOLLID {2}
SKELNAME {%6}
SKELANIM {DOWN}
ACTION {
SOUND {SPIDERATTACK}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {SPIDER}}}}

STATE {
KEY {SPIDER}
CLEARCOLLID {2}
ACTION {
MONSTER {%1}}
JUMP {WAIT}}

STATE {
KEY {DUMMY}}}]}

 

 
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