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State Machines


FairyFlutes PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:44

Taken from Pilgrim's post:

If used on the WATER blocks then the first and last animations will be seen but if used on the MARE blocks (as in the Standard quest) the fairy will be hidden beneath the water.

STATE_MACHINE {
KEY {FairyFlutes}
COMMENT [Fairy appears out of water by message and/or virtual object and/or when Player approaches (this feature can be disabled by setting to less than 2). Speaks and plays flutes then disappears, dropping a virtual object.]

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

PARAM {
KEY {2}
TYPE {TEXT}
COMMENT [Fairy's name:]}

PARAM {
KEY {3}
TYPE {TEXT}
COMMENT [Fairy's text:]}

PARAM {
KEY {4}
TYPE {SOUND}
DEFAULT {FLUTES}
COMMENT [Sound played:]}

PARAM {
KEY {5}
TYPE {INT}
DEFAULT {0}
COMMENT [Approach radius to appear:]}

PARAM {
KEY {6}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to appear:]}

PARAM {
KEY {7}
TYPE {OBJECT}
COMMENT [Virtual object to appear:]}

PARAM {
KEY {8}
TYPE {OBJECT}
COMMENT [Virtual object dropped:]}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|LIGHT|LIGHTBUFFER|NOSHADOW}
SKELFILE {FEE}
NAME {%2}

STATE {
KEY {INITIAL}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC1}
MULTI {
CONDITION {
COLLIDEX {1,%5,1}
GOTO {APPEAR}}
CONDITION {
MSG {%6}
GOTO {APPEAR}}
CONDITION {
OBJECT {%7}
GOTO {APPEAR}}}}

STATE {
KEY {APPEAR}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {APPARITION}
ACTION {
EFFECT {WATER1}
EFFECT {WATER2}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEXT}}}}

STATE {
KEY {TEXT}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC2}
ACTION {
SOUND {%4}}
TEXTPANEL {%3}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {DISAPPEAR}}}}

STATE {
KEY {DISAPPEAR}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {DISPARITION}
MULTI {
CONDITION {
ENDANIM {}
GOTO {END}}}}

STATE {
KEY {END}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC1}
ACTION {
OBJECT {%8}
EFFECT {WATER1}
EFFECT {WATER2}}}}]}

 

 
MonsterCollid2 PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 09:44

Taken from Pilgrim's post:

This machine works the same as MonsterCollid2 but checks to see if a virtual object has been dropped to decide which monster to generate. The idea behind this is that the virtual object acts as a spell. In the example below the rat man lord is enchanted with speed (thus the haste spell effect) but if the spell is broken, by the virtual object being dropped, he transforms as a normal rat man lord (thus the forgetfullness spell effect). Other monster combinations that share skelfiles could be LUX/VAMPIRE3, ROLLAND/ROLLANDLC, DRUIDEVIL/FELDERDRUID, SKELETONX3/SKELETONLC22 or SPIDER1SPEED/SPIDER4.

STATE_MACHINE {
KEY {MonsterCollid2}
COMMENT [Skelfile that transforms into a monster when approached by Player. If a virtual object has been dropped it transforms into an alternative monster when approached.]

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

PARAM {
KEY {2}
TYPE {ALPHA}
COMMENT [Skelfile (e.g.:RATXP4):]}

PARAM {
KEY {3}
TYPE {ALPHA}
COMMENT [Skelname (e.g.:RATXP4):]}

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

PARAM {
KEY {5}
TYPE {INT}
DEFAULT {3}
COMMENT [Radius (minimum of 2) to trigger monster:]}

PARAM {
KEY {6}
TYPE {SOUND}
DEFAULT {RATXATK}
COMMENT [Initial transform sound:]}

PARAM {
KEY {7}
TYPE {ALPHA}
COMMENT [Initial transform effect (e.g.:HASTE):]}

PARAM {
KEY {8}
TYPE {MONSTER}
DEFAULT {RATMANLORD4SPEED}
COMMENT [Initial monster:]}

PARAM {
KEY {9}
TYPE {SOUND}
DEFAULT {RATXATK}
COMMENT [Alternative transform sound:]}

PARAM {
KEY {10}
TYPE {ALPHA}
COMMENT [Alternative transform effect (e.g.: OUBLI):]}

PARAM {
KEY {11}
TYPE {MONSTER}
DEFAULT {RATMANLORD4}
COMMENT [Alternative:]}

PARAM {
KEY {12}
TYPE {OBJECT}
COMMENT [Virtual object:]}

PARAM {
KEY {13}
TYPE {SKELNAME}
COMMENT [Quest Editor display:]
DEFAULT {RATXP4}
DISPLAY {}}

PARAM {
KEY {14}
TYPE {SKELFILE}
COMMENT [Quest Editor display:]
DEFAULT {RATXP4}}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|LIGHT|LIGHTBUFFER|SIDEDETECT|NEEDPOS}
NAME {%1}
SKELFILE {%2}

STATE {
KEY {INITIAL}
SETCOLLID {1}
SKELNAME {%3}
SKELANIM {%4}
MULTI {
CONDITION {
COLLIDEX {1,%5,1}
GOTO {MONSTER}}}}

STATE {
KEY {MONSTER}
SETCOLLID {1}
SKELNAME {%3}
SKELANIM {%4}
MULTI {
CONDITION {
OBJECT {%12}
GOTO {MONSTER2}}
CONDITION {
TIMER {0}
GOTO {MONSTER1}}}}

STATE {
KEY {MONSTER1}
CLEARCOLLID {1}
ACTION {
SOUND {%6}
EFFECT {%7}
MONSTER {%8}}}

STATE {
KEY {MONSTER2}
CLEARCOLLID {1}
ACTION {
SOUND {%9}
EFFECT {%10}
MONSTER {%11}}}}]}

 

 
UpBucket PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 08:58

Taken from Pilgrim's post:

This machine (ideally placed over the PUIT1 cavern well block) is the rope on the bucket that changes to an upper level when clicked. It can be toggled between having dripping effects. Included is the SEAU custom mesh for Quest Editor display purposes.

STATE_MACHINE {
KEY {UpBucket}
COMMENT [SEAU skelfile (bucket on rope skelfile) that acts as an exit. Can be toggled to have dripping effects.]

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

PARAM {
KEY {2}
TYPE {LIST}
LIST [Not dripping=SEAU]
LIST [Dripping=SEAUFX]
DEFAULT [Dripping]
COMMENT [Machine type:]}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|CHANGELEVEL|STAIR_UP|LIGHTBUFFER|LIGHT|SIDEDETECT|POSEND|NOSHADOW}
SKELFILE {SEAU}

STATE {
KEY {INITIAL}
SETLOWCOLLID {1}
MULTI {
CONDITION {
TIMER {0}
GOTO {%2}}}}

STATE {
KEY {SEAU}
SETLOWCOLLID {1}
SKELNAME {SEAU}
SKELANIM {STATIC}
MULTI {
CONDITION {
CLICK {}
GOTO {CHANGELEVEL}}}}

STATE {
KEY {SEAUFX}
SETLOWCOLLID {1}
SKELNAME {SEAU}
SKELANIM {STATIC}
ACTION {
EFFECT {WATER1}
EFFECT {WATER2}}
MULTI {
CONDITION {
CLICK {}
GOTO {CHANGELEVEL}}
CONDITION {
ENDANIM {}
GOTO {SEAUFX}}}}

STATE {
KEY {CHANGELEVEL}
SETLOWCOLLID {1}
SKELNAME {SEAU}
SKELANIM {STATIC}
ACTION {
SETLOADING {4}}
CHANGELEVEL {0}
JUMP {%2}}}]}

 

 
SpidzSwap PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 08:49

Taken from Pilgrim's post:

What's more scary than little spiders jumping down in front of you? Big spiders! The SPIDZ skelfile doesn't have a monster counterpart so there's no fear of it transforming into a relevant spider here. Once your nerves are settled again you have to swap one object for another object. A little disconcerting as it uses the attacking animation for talking. Draw a 3x3 block of low collisions and delete the bottom middle one and place the machine (centred on the spider's head) there. That way monsters won't stray into where the spiders appears and projectiles will pass over giving the impression of empty space.

STATE_MACHINE {
KEY {SpidzSwap}
COMMENT [Giant blue/mauve spider that jumps down when approached and exchanges one object for another.]

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 {TEXT}
COMMENT [Remain text:]}

PARAM {
KEY {5}
TYPE {ALPHA}
COMMENT [Object to give to spider:]}

PARAM {
KEY {6}
TYPE {ALPHA}
COMMENT [Object given by spider:]}

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 {ACTIVE|LIGHT|LIGHTBUFFER|NEEDPOS|SIDEDETECT|CLEARMOUSE}
SKELFILE {SPIDZ}
NAME {%1}

STATE {
KEY {INITIAL}
SETLOWCOLLID {1}
FRAME {}
MULTI {
CONDITION {
COLLIDEX {1,4,1}
GOTO {DOWN}}}}

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

STATE {
KEY {STATIC}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {STATIC}
MULTI {
CONDITION {
COLLIDEX {1,2,1}
GOTO {TEXT}}}}

STATE {
KEY {TEXT}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {ATTACK1}
TEXTPANEL {%2}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {WAIT}}}}

STATE {
KEY {WAIT}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {STATIC}
MULTI {
CONDITION {
OBJECT {%5}
GOTO {CLEARMOUSE}}}}

STATE {
KEY {CLEARMOUSE}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {STATIC}
MULTI {
CONDITION {
ENDANIM {}
GOTO {EXCHANGETEXT}}}}

STATE {
KEY {EXCHANGETEXT}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {ATTACK1}
TEXTPANEL {%3}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {EXCHANGE}}}}

STATE {
KEY {EXCHANGE}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {STATIC}
ACTION {
OBJECTMOUSE {%6}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {END}}}}

STATE {
KEY {END}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {STATIC}
MULTI {
CONDITION {
CLICK {}
GOTO {ENDTEXT}}}}

STATE {
KEY {ENDTEXT}
SETCOLLID {1}
SKELNAME {SPIDZ}
SKELANIM {ATTACK1}
TEXTPANEL {%4}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {END}}}}

STATE {
KEY {DUMMY}}}]}

 

 
SkullMonster PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 08:48

Taken from Pilgrim's post:

When giant skulls creak open it's usually not a good sign. This machine is no exception. It unlocks by message or virtual object and then opens when approached by the Player to generate a monster. Of course you could go for an anticlimax and have it spawn a chicken. Included in the zip is the TMORT custom mesh for Quest Editor display purposes. The machine has a radius of 3 blocks and I found it best to draw a line of 5 collisions behind it and then behind that in the middle a line of 3 collisions.

STATE_MACHINE {
KEY {SkullMonster}
COMMENT [Giant skull that opens by message or virtual object after the Player approaches and generates a monster.]

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

PARAM {
KEY {2}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to open skull:]}

PARAM {
KEY {3}
TYPE {OBJECT}
COMMENT [Virtual object to open skull:]}

PARAM {
KEY {4}
TYPE {SOUND}
DEFAULT {STONEDRAG}
COMMENT [Opening sound:]}

PARAM {
KEY {5}
TYPE {MONSTER}
DEFAULT {ROLLANDLC}
COMMENT [Monster generated:]}

PARAM {
KEY {6}
TYPE {SOUND}
DEFAULT {ROLANDATK}
COMMENT [Monster generation sound:]}

PARAM {
KEY {7}
TYPE {ALPHA}
COMMENT [Monster effect (e.g.: FUMEE)]}

CODE [
TRAP {
KEY {%0}
FLAG {HANDLE|LIGHTBUFFER|LIGHT|NOSHADOW}
SKELFILE {SKULL}

STATE {
KEY {CLOSED}
SETCOLLID {3}
SKELNAME {SKULL}
SKELANIM {STATIC1}
MULTI {
CONDITION {
MSG {%2}
GOTO {WAIT}}
CONDITION {
OBJECT {%3}
GOTO {WAIT}}}}

STATE {
KEY {WAIT}
SETCOLLID {3}
SKELNAME {SKULL}
SKELANIM {STATIC1}
MULTI {
CONDITION {
COLLIDEX {1,4,1}
GOTO {OPENING}}}}

STATE {
KEY {OPENING}
SETCOLLID {3}
SKELNAME {SKULL}
SKELANIM {OPEN}
ACTION {
SOUND {%4}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {OPEN}}}}

STATE {
KEY {OPEN}
CLEARCOLLID {3}
SKELNAME {SKULL}
SKELANIM {STATIC2}
ACTION {
MONSTER {%5}
SOUND {%6}
EFFECT {%7}}}}]}

 

 
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