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State Machines


Templars PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 08:17

Taken from Pilgrim's old posting:

Ah, the Templar statues. You just know they're going to transform into skeleton captains, but when and why! The first two machines transform by message or virtual object or by the player approaching (if you want to disable this approach trigger just set the radius to 2 or less). They use the ENGARDE skelanim which is the transition between stone and static. One machine transforms into a monster while the other is much nicer and speaks and then gives you an object. The latter can have the ACTIVE flag disabled so that the cursor doesn't turn red (like that's gonna fool a Player into thinking it's just a statue!) but this sacrifices the machine having a name and a panel header. The next two machines are versions of the above but with a SENSEWEAR condition, meaning they'll only activate if the player approaches while wearing (not carrying in backpack) an object (e.g.: ring, amulet, weapon, torch, shield, helmet or armour).

 

STATE_MACHINE {
KEY {Templar}
COMMENT [Templar statue (with a radius of 2) that comes to life by message and/or virtual object and/or approached by Player (if the radius is less than 3 then the approach trigger will be disabled). Transforms into a monster.]

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

PARAM {
KEY {2}
TYPE {OBJECT}
COMMENT [Virtual object to transform:]}

PARAM {
KEY {3}
TYPE {INT}
DEFAULT {3}
COMMENT [Approach radius to transform:]}

PARAM {
KEY {4}
TYPE {MONSTER}
DEFAULT {BOSSX2}
COMMENT [Monster to transform into:]}

PARAM {
KEY {5}
TYPE {SKELNAME}
DEFAULT {BOSSX2}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {6}
TYPE {SKELFILE}
DEFAULT {BOSSX2}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {LIGHT|LIGHTBUFFER|TRANSMIT|NEEDPOS|SIDEDETECT}
SKELFILE {BOSSX}

STATE {
KEY {STONE}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
MSG {%1}
GOTO {ENGARDE}}
CONDITION {
OBJECT {%2}
GOTO {ENGARDE}}
CONDITION {
COLLIDEX {1,%3,1}
GOTO {ENGARDE}}}}

STATE {
KEY {ENGARDE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {ENGARDE}
ACTION {
SOUND {STONEBREAK}
EFFECT {NOSTONE}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEMPLAR}}}}

STATE {
KEY {TEMPLAR}
CLEARCOLLID {2}
ACTION {
SOUND {BOSSXATK}
MONSTER {%4}}}}]}

 

STATE_MACHINE {
KEY {TemplarGift}
COMMENT [Templar statue (with a radius of 2) that comes to life by message and/or virtual object and/or approached by Player (if the radius is less than 3 then the approach trigger will be disabled). Speaks when approached then gives Player an object.]

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

PARAM {
KEY {2}
TYPE {OBJECT}
COMMENT [Virtual object to transform:]}

PARAM {
KEY {3}
TYPE {INT}
DEFAULT {3}
COMMENT [Approach radius to transform:]}

PARAM {
KEY {4}
TYPE {TEXT}
COMMENT [Name:]}

PARAM {
KEY {5}
TYPE {TEXT}
COMMENT [Text spoken:]}

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

PARAM {
KEY {7}
KEY {LIST}
LIST [Yes=ACTIVE]
LIST [No=]
DEFAULT [Yes]
COMMENT [Statue has name, panel header and turns cursor red?]}

PARAM {
KEY {8}
TYPE {SKELNAME}
DEFAULT {BOSSX2}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {9}
TYPE {SKELFILE}
DEFAULT {BOSSX2}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {%7|LIGHT|LIGHTBUFFER|TRANSMIT|NEEDPOS|SIDEDETECT}
SKELFILE {BOSSX}
NAME {%4}

STATE {
KEY {STONE}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
MSG {%1}
GOTO {STONEWAIT}}
CONDITION {
OBJECT {%2}
GOTO {STONEWAIT}}
CONDITION {
COLLIDEX {1,%3,1}
GOTO {ENGARDE}}}}

STATE {
KEY {STONEWAIT}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
COLLIDEX {1,3,1}
GOTO {ENGARDE}}}}

STATE {
KEY {ENGARDE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {ENGARDE}
ACTION {
SOUND {STONEBREAK}
EFFECT {NOSTONE}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEXT}}}}

STATE {
KEY {TEXT}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {STATIC}
TEXTPANEL {%5}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {GIVE}}}}

STATE {
KEY {GIVE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {STATIC}
ACTION {
OBJECTMOUSE {%6}}}}]}

 

STATE_MACHINE {
KEY {Templar(SenseWear)}
COMMENT [Templar statue (with a radius of 2) that comes to life when approached by Player while wearing an object. Transforms into a monster.]

PARAM {
KEY {1}
TYPE {OBJECT}
DEFAULT {ITRINGCURSED}
COMMENT [Object to sense:]}

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

PARAM {
KEY {3}
TYPE {MONSTER}
DEFAULT {BOSSX2}
COMMENT [Monster to transform into:]}

PARAM {
KEY {4}
TYPE {SKELNAME}
DEFAULT {BOSSX2}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {5}
TYPE {SKELFILE}
DEFAULT {BOSSX2}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {LIGHT|LIGHTBUFFER|TRANSMIT|NEEDPOS|SIDEDETECT}
SKELFILE {BOSSX}

STATE {
KEY {STONE}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
SENSEWEAR {%1,%2}
GOTO {ENGARDE}}}}

STATE {
KEY {ENGARDE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {ENGARDE}
ACTION {
SOUND {STONEBREAK}
EFFECT {NOSTONE}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEMPLAR}}}}

STATE {
KEY {TEMPLAR}
CLEARCOLLID {2}
ACTION {
SOUND {BOSSXATK}
MONSTER {%3}}}}]}

 

STATE_MACHINE {
KEY {TemplarGift(SenseWear)}
COMMENT [Templar statue (with a radius of 2) that comes to life when approached by Player while wearing an object.]

PARAM {
KEY {1}
TYPE {OBJECT}
DEFAULT {ITRINGCURSED}
COMMENT [Object to sense:]}

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

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

PARAM {
KEY {4}
TYPE {TEXT}
COMMENT [Text spoken:]}

PARAM {
KEY {5}
TYPE {ALPHA}
COMMENT [Object given:]}

PARAM {
KEY {6}
KEY {LIST}
LIST [Yes=ACTIVE]
LIST [No=]
DEFAULT [Yes]
COMMENT [Statue has name, panel header and turns cursor red?]}

PARAM {
KEY {7}
TYPE {SKELNAME}
DEFAULT {BOSSX2}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {8}
TYPE {SKELFILE}
DEFAULT {BOSSX2}
COMMENT [Quest Editor display:]}

CODE [
TRAP {
KEY {%0}
FLAG {%6|LIGHT|LIGHTBUFFER|TRANSMIT|NEEDPOS|SIDEDETECT}
SKELFILE {BOSSX}
NAME {%3}

STATE {
KEY {STONE}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
SENSEWEAR {%1,%2}
GOTO {ENGARDE}}}}

STATE {
KEY {STONEWAIT}
SETCOLLID {2}
SKELNAME {STONE}
SKELANIM {STATIC}
MULTI {
CONDITION {
COLLIDEX {1,3,1}
GOTO {ENGARDE}}}}

STATE {
KEY {ENGARDE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {ENGARDE}
ACTION {
SOUND {STONEBREAK}
EFFECT {NOSTONE}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEXT}}}}

STATE {
KEY {TEXT}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {STATIC}
TEXTPANEL {%4}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {GIVE}}}}

STATE {
KEY {GIVE}
SETCOLLID {2}
SKELNAME {BOSSX}
SKELANIM {STATIC}
ACTION {
OBJECTMOUSE {%5}}}}]}

 

Last Updated on Wednesday, 10 February 2010 08:28
 
Bookstand and Camera statemachines PDF Print E-mail
Written by Meanderer   
Monday, 08 February 2010 04:25

Bookstand statemachines to replace the generic bookstand in the Quest Editor.

Camera statemachines.  Nioneteen camera statemachines are included.

There is a brief readme included in the zip file.

Enjoy,

Meanderer.

Attached files:
FileDescriptionFile size
Download this file (bookstands.zip)bookstands.zipBookstands128 Kb
Download this file (Camera DSM'S.zip)Camera DSM'S.zipCamera dsm's21 Kb
Last Updated on Wednesday, 10 February 2010 08:14
 
Blank, Deco, Freeze, Gold, Item PDF Print E-mail
Written by Mithrandir   
Friday, 05 February 2010 12:58

Attached you can find four statemachine templates.

blank.dsm

A blank statemachine template.

deco.dsm

Statemachine with different deco-object animated chandlers.

freeze.dsm

Statemachine that freezes all monsters in a defined radius (like in the quest with the snakes).

gold.dsm

Containers with gold (the piles from Draaks lair) in different sizes.

item.dsm

This container gives 1 object (magic Book or Scroll) when we click on it.

Attached files:
FileDescriptionFile size
Download this file (blank.zip)blank.zip 0 Kb
Download this file (deco.zip)deco.zip 0 Kb
Download this file (freeze.zip)freeze.zip 0 Kb
Download this file (gold.zip)gold.zip 0 Kb
Download this file (item.zip)item.zip 1 Kb
Last Updated on Wednesday, 10 February 2010 08:27
 
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