The depths DS vPA.0.2
DSPK V04.00 Furcadia
(0:0) When everything is starting up,
(5:300) set variable %step to the value 0.
   
   
(0:9) When a furre arrives in the dream,
(5:302) take variable %inDream and add 1 to it.
(5:302) take variable %inSafe and add 1 to it.
(5:15) move the triggering furre to (68,57), or to someplace nearby if it's occupied.
(5:200) emit message {This is the very early test of a procederal generation engine for a dungeon diving game I am working on. Find the ladder down to enter another random layout.} to the triggering furre.
(5:200) emit message {The auto teleport is currently broken pending an update. Say teleport to enter each new itteration of dungeon. I will try to get an update out sometime mid week.} to the triggering furre.
(5:200) emit message {For more information on this project visit my blog here. Updates Saturdays} to the triggering furre.
(5:50) set countdown timer 1 to go off in 1 seconds.
(5:50) set countdown timer 2 to go off in 1 seconds.
(5:50) set countdown timer 3 to go off in 1 seconds.
(5:50) set countdown timer 4 to go off in 1 seconds.
(5:50) set countdown timer 5 to go off in 1 seconds.
(5:50) set countdown timer 6 to go off in 1 seconds.
(5:50) set countdown timer 7 to go off in 1 seconds.
(5:50) set countdown timer 8 to go off in 1 seconds.
s(5:50) set countdown timer 9 to go off in 1 seconds.
(5:50) set countdown timer 10 to go off in 1 seconds.
(0:38) When someone says or emotes something with {step} in it,
(5:200) emit message {%step} to the triggering furre.
(5:200) emit message {%checkR} to the triggering furre.
(5:200) emit message {%direction} to the triggering furre.
(5:200) emit message {%hallCount,%halls} to the triggering furre.
(0:10) When someone leaves the Dream,
(1:85) and the triggering furre (moved from/is standing in) region 0,
(5:304) take variable %inSafe and subtract 1 from it.
(0:10) When someone leaves the Dream,
(5:304) take variable %inDream and subtract 1 from it.
(0:49) When any countdown timer goes off,
(4:30) only in region 1,
(5:1) set the floor to 161.
**SECTION** Build Halls
*spoken Reload - clear map of all previous information
(0:3) When someone moves into item 1135,
(5:901) popup a Yes/No dialog with request number 1 and message {Once you go to the safe room you can't go back. Proceed?} for the triggering furre.
(0:86) When someone clicks Yes for request number 1,
(5:15) move the triggering furre to (18,28), or to someplace nearby if it's occupied.
(5:302) take variable %inSafe and add 1 to it.
(0:86) When someone clicks Yes for request number 1,
(1:203) and variable %inSafe is equal to variable %inDream,
(5:5) change item 2400 to item 0.
(5:5) change item 2401 to item 0.
(4:1) only where the floor is 500,
(5:120) make this/these location(s) part of region 5.
(5:5) change item 1143 to item 0.
(5:5) change item 1135 to item 0.
   
(5:1) set the floor to 161.
(5:300) set variable %step to the value 0.
(5:300) set variable %hallCount to the value 0.
(5:300) set variable %roomCount to the value 0.
  
(0:32) When someone says something with {teleport} in it,
(1:117) and the triggering furre (didn't move from/isn't standing at) floor 500,
(4:2) only where the floor is not 500,
(5:15) move the triggering furre to (%start), or to someplace nearby if it's occupied.
  
*set up the paramaters for current dungeon. Number of hallways and number of rooms. Fetch start position.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 0,
(5:312) set variable %halls to the total of rolling 1 dice with 1 sides plus 14.
(5:312) set variable %rooms to the total of rolling 1 dice with 2 sides plus 1.
(5:532) set variable %start to the X,Y position of a random spot where the item is 40 somewhere in the Dream.
 
(5:300) set variable %step to the value 1.
*if to many attempts made move place item to a hall and try again.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:200) and variable %attempt is equal to 2,
(5:5) change item 40 to item 0.
(5:300) set variable %attempt to the value 0.
(4:1) only where the floor is 500,
(5:512) set variable %newPath to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
(5:41) place item 40 at (%newPath).
(5:300) set variable %step to the value 0.
*if all halls are laid start building rooms
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:203) and variable %hallCount is equal to variable %halls,
(5:300) set variable %step to the value 6.
*choose direction and distance for halway.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:202) and variable %attempt is less than 2,
(1:205) and variable %hallCount is less than variable %halls,
(5:312) set variable %length to the total of rolling 1 dice with 3 sides plus 8.
(5:312) set variable %direction to the total of rolling 1 dice with 4 sides plus 0.
(5:301) copy the value of variable %start into variable %check.
(5:301) copy the value of variable %start into variable %rightLane.
(5:301) copy the value of variable %start into variable %leftLane.
(5:300) set variable %checkR to the value 1.
(5:300) set variable %checkF to the value 1.
(5:300) set variable %step to the value 2.
*preload paramaters for checks and adjacent lanes depending on direction roll.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 1,
(5:352) move the position in variable %check northeast (up and right) %length step(s).
(5:355) move the position in variable %leftLane northwest (up and left) 1 step(s).
(5:353) move the position in variable %rightLane southeast (down and right) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 2,
(5:353) move the position in variable %check southeast (down and right) %length step(s).
(5:352) move the position in variable %leftLane northeast (up and right) 1 step(s).
(5:354) move the position in variable %rightLane southwest (down and left) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 3,
(5:354) move the position in variable %check southwest (down and left) %length step(s).
(5:353) move the position in variable %leftLane southeast (down and right) 1 step(s).
(5:355) move the position in variable %rightLane northwest (up and left) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 4,
(5:355) move the position in variable %check northwest (up and left) %length step(s).
(5:354) move the position in variable %leftLane southwest (down and left) 1 step(s).
(5:352) move the position in variable %rightLane northeast (up and right) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
*check to make sure that the path will be made in an acceptable area.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkR is equal to 1,
(5:302) take variable %attempt and add 1 to it.
(5:300) set variable %step to the value 1.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkF is equal to 500,
(5:302) take variable %attempt and add 1 to it.
(5:300) set variable %step to the value 1.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkR is equal to 5,
(1:200) and variable %checkF is equal to 161,
(5:300) set variable %step to the value 4.
*placemarkers at start and finish of each hallway for possible room placement
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 4,
(5:121) make location (%check) part of region 2.
(5:41) place item 1324 at (%check).
(5:121) make location (%start) part of region 2.
(5:41) place item 0 at (%start).
(5:300) set variable %step to the value 5.
*placefloors in the length and direction of the hallway one itteration for each lane ending with the the middle lane increasing the count and step.
*going northeast
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%leftLane) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%leftLane) and going %length more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%start) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%rightLane) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%rightLane) and going %length more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%start) and going %length more spaces northeast.
(5:1) set the floor to 500.
(5:352) move the position in variable %start northeast (up and right) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going southeast
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%leftLane) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%leftLane) and going %length more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%start) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%rightLane) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%rightLane) and going %length more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%start) and going %length more spaces southeast.
(5:1) set the floor to 500.
(5:353) move the position in variable %start southeast (down and right) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going southwest
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%leftLane) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%leftLane) and going %length more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%start) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%rightLane) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%rightLane) and going %length more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%start) and going %length more spaces southwest.
(5:1) set the floor to 500.
(5:354) move the position in variable %start southwest (down and left) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going northwest
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%leftLane) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%leftLane) and going %length more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%start) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%rightLane) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%rightLane) and going %length more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%start) and going %length more spaces northwest.
(5:1) set the floor to 500.
(5:355) move the position in variable %start northwest (up and left) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
**SECTION** Entrance and Exit
*Put the entrance at the location of the building guide item and the exit at the end of a random hall
*replace end hall regions with standard hall regions for laying the floor.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 6,
(3:30) in region 2,
(5:532) set variable %placeStart to the X,Y position of a random spot where the item is 1324 somewhere in the Dream.
(5:300) set variable %step to the value 7.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 7,
(5:41) place item 1143 at (%placeStart).
   
(5:300) set variable %inSafe to the value 0.
(5:300) set variable %step to the value 8.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 8,
(3:30) in region 2,
(5:532) set variable %placeStart to the X,Y position of a random spot where the item is 1324 somewhere in the Dream.
(5:300) set variable %step to the value 9.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 9,
(5:41) place item 1135 at (%placeStart).
(5:300) set variable %step to the value 10.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 10,
(5:5) change item 1324 to item 0.
(5:300) set variable %step to the value 11.
**SECTION** Build Rooms
*preload room paramaters
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 11,
(1:205) and variable %roomCount is less than variable %rooms,
(3:30) in region 2,
(4:1) only where the floor is 500,
(5:512) set variable %roomCenter to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
(5:312) set variable %radius to the total of rolling 2 dice with 2 sides plus 1.
(5:306) multiply variable %radius by 2.
(5:121) make location (%roomCenter) part of region 5.
(5:301) copy the value of variable %roomCenter into variable %roomTop.
(5:301) copy the value of variable %roomCenter into variable %roomBottom.
(5:305) take variable %roomTop.y and subtract variable %radius from it.
(5:303) take variable %roomBottom.y and add variable %radius to it.
 
(5:300) set variable %step to the value 12.
*In the Diamond that is the room lay the floor
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 12,
(3:3) within the diamond (%roomTop) - (%roomBottom),
(5:1) set the floor to 500.
(5:302) take variable %roomCount and add 1 to it.
(5:300) set variable %step to the value 11.
*move furres to start
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 11,
(1:203) and variable %roomCount is equal to variable %rooms,
(3:30) in region 5,
(4:1) only where the floor is 161,
(5:4) place item 2400.
**SECTION** New Clock
(0:49) When any countdown timer goes o
(5:50) set countdown timer 1 to go off in 1 seconds.
(5:50) set countdown timer 2 to go off in 1 seconds.
(5:50) set countdown timer 3 to go off in 1 seconds.
(5:50) set countdown timer 4 to go off in 1 seconds.
(5:50) set countdown timer 5 to go off in 1 seconds.
(5:50) set countdown timer 6 to go off in 1 seconds.
(5:50) set countdown timer 7 to go off in 1 seconds.
(5:50) set countdown timer 8 to go off in 1 seconds.
s(5:50) set countdown timer 9 to go off in 1 seconds.
(5:50) set countdown timer 10 to go off in 1 seconds.
**SECTION** Vision
*Set Vision Area paramaters. A that starts where furre is and goes two spaces down to the bottom of the diamond.
(0:71) When someone stays in the same square for 1 seconds,
(5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
(5:301) copy the value of variable %visionTop into variable %visionBottom.
(5:304) take variable %visionTop.y and subtract 2 from it.
(5:302) take variable %visionBottom.y and add 4 to it.
*remove dungeon walls in the specified area.
(0:71) When someone stays in the same square for 1 seconds,
(3:3) within the diamond (%visionTop) - (%visionBottom),
(5:5) change item 2400 to item 2401.
*for smoother processing do the same thing for a moving furre
(0:1) Whenever someone moves,
(5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
(5:301) copy the value of variable %visionTop into variable %visionBottom.
(5:304) take variable %visionTop.y and subtract 2 from it.
(5:302) take variable %visionBottom.y and add 4 to it.
(0:1) Whenever someone moves,
(3:3) within the diamond (%visionTop) - (%visionBottom),
(5:5) change item 2400 to item 2401.
*idle repeater - move to clock later
(0:71) When a furre stays in the same square for 1 seconds,
(3:7) where the triggering furre is currently at,
(5:19) move any furre pressent 0 steps forward (in the drection they are facing) if there is nobody there already
*Endtriggers* 8888 *Endtriggers*
(0:0) When everything is starting up,
(5:300) set variable %step to the value 0.
(0:9) When a furre arrives in the dream,
(5:302) take variable %inDream and add 1 to it.
(5:302) take variable %inSafe and add 1 to it.
(5:15) move the triggering furre to (68,57), or to someplace nearby if it's occupied.
(5:200) emit message {This is the very early test of a procederal generation engine for a dungeon diving game I am working on. Find the ladder down to enter another random layout.} to the triggering furre.
(5:200) emit message {The auto teleport is currently broken pending an update. Say teleport to enter each new itteration of dungeon. I will try to get an update out sometime mid week.} to the triggering furre.
(5:200) emit message {For more information on this project visit my blog here. Updates Saturdays} to the triggering furre.
(5:50) set countdown timer 1 to go off in 1 seconds.
(5:50) set countdown timer 2 to go off in 1 seconds.
(5:50) set countdown timer 3 to go off in 1 seconds.
(5:50) set countdown timer 4 to go off in 1 seconds.
(5:50) set countdown timer 5 to go off in 1 seconds.
(5:50) set countdown timer 6 to go off in 1 seconds.
(5:50) set countdown timer 7 to go off in 1 seconds.
(5:50) set countdown timer 8 to go off in 1 seconds.
s(5:50) set countdown timer 9 to go off in 1 seconds.
(5:50) set countdown timer 10 to go off in 1 seconds.
(0:38) When someone says or emotes something with {step} in it,
(5:200) emit message {%step} to the triggering furre.
(5:200) emit message {%checkR} to the triggering furre.
(5:200) emit message {%direction} to the triggering furre.
(5:200) emit message {%hallCount,%halls} to the triggering furre.
(0:10) When someone leaves the Dream,
(1:85) and the triggering furre (moved from/is standing in) region 0,
(5:304) take variable %inSafe and subtract 1 from it.
(0:10) When someone leaves the Dream,
(5:304) take variable %inDream and subtract 1 from it.
(0:49) When any countdown timer goes off,
(4:30) only in region 1,
(5:1) set the floor to 161.
**SECTION** Build Halls
*spoken Reload - clear map of all previous information
(0:3) When someone moves into item 1135,
(5:901) popup a Yes/No dialog with request number 1 and message {Once you go to the safe room you can't go back. Proceed?} for the triggering furre.
(0:86) When someone clicks Yes for request number 1,
(5:15) move the triggering furre to (18,28), or to someplace nearby if it's occupied.
(5:302) take variable %inSafe and add 1 to it.
(0:86) When someone clicks Yes for request number 1,
(1:203) and variable %inSafe is equal to variable %inDream,
(5:5) change item 2400 to item 0.
(5:5) change item 2401 to item 0.
(4:1) only where the floor is 500,
(5:120) make this/these location(s) part of region 5.
(5:5) change item 1143 to item 0.
(5:5) change item 1135 to item 0.
(5:1) set the floor to 161.
(5:300) set variable %step to the value 0.
(5:300) set variable %hallCount to the value 0.
(5:300) set variable %roomCount to the value 0.
(0:32) When someone says something with {teleport} in it,
(1:117) and the triggering furre (didn't move from/isn't standing at) floor 500,
(4:2) only where the floor is not 500,
(5:15) move the triggering furre to (%start), or to someplace nearby if it's occupied.
*set up the paramaters for current dungeon. Number of hallways and number of rooms. Fetch start position.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 0,
(5:312) set variable %halls to the total of rolling 1 dice with 1 sides plus 14.
(5:312) set variable %rooms to the total of rolling 1 dice with 2 sides plus 1.
(5:532) set variable %start to the X,Y position of a random spot where the item is 40 somewhere in the Dream.
(5:300) set variable %step to the value 1.
*if to many attempts made move place item to a hall and try again.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:200) and variable %attempt is equal to 2,
(5:5) change item 40 to item 0.
(5:300) set variable %attempt to the value 0.
(4:1) only where the floor is 500,
(5:512) set variable %newPath to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
(5:41) place item 40 at (%newPath).
(5:300) set variable %step to the value 0.
*if all halls are laid start building rooms
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:203) and variable %hallCount is equal to variable %halls,
(5:300) set variable %step to the value 6.
*choose direction and distance for halway.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 1,
(1:202) and variable %attempt is less than 2,
(1:205) and variable %hallCount is less than variable %halls,
(5:312) set variable %length to the total of rolling 1 dice with 3 sides plus 8.
(5:312) set variable %direction to the total of rolling 1 dice with 4 sides plus 0.
(5:301) copy the value of variable %start into variable %check.
(5:301) copy the value of variable %start into variable %rightLane.
(5:301) copy the value of variable %start into variable %leftLane.
(5:300) set variable %checkR to the value 1.
(5:300) set variable %checkF to the value 1.
(5:300) set variable %step to the value 2.
*preload paramaters for checks and adjacent lanes depending on direction roll.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 1,
(5:352) move the position in variable %check northeast (up and right) %length step(s).
(5:355) move the position in variable %leftLane northwest (up and left) 1 step(s).
(5:353) move the position in variable %rightLane southeast (down and right) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 2,
(5:353) move the position in variable %check southeast (down and right) %length step(s).
(5:352) move the position in variable %leftLane northeast (up and right) 1 step(s).
(5:354) move the position in variable %rightLane southwest (down and left) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 3,
(5:354) move the position in variable %check southwest (down and left) %length step(s).
(5:353) move the position in variable %leftLane southeast (down and right) 1 step(s).
(5:355) move the position in variable %rightLane northwest (up and left) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 2,
(1:200) and variable %direction is equal to 4,
(5:355) move the position in variable %check northwest (up and left) %length step(s).
(5:354) move the position in variable %leftLane southwest (down and left) 1 step(s).
(5:352) move the position in variable %rightLane northeast (up and right) 1 step(s).
(5:320) set variable %checkR to the region number (%check) is part of.
(5:380) set variable %checkF to the floor type at (%check).
(5:300) set variable %step to the value 3.
*check to make sure that the path will be made in an acceptable area.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkR is equal to 1,
(5:302) take variable %attempt and add 1 to it.
(5:300) set variable %step to the value 1.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkF is equal to 500,
(5:302) take variable %attempt and add 1 to it.
(5:300) set variable %step to the value 1.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 3,
(1:200) and variable %checkR is equal to 5,
(1:200) and variable %checkF is equal to 161,
(5:300) set variable %step to the value 4.
*placemarkers at start and finish of each hallway for possible room placement
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 4,
(5:121) make location (%check) part of region 2.
(5:41) place item 1324 at (%check).
(5:121) make location (%start) part of region 2.
(5:41) place item 0 at (%start).
(5:300) set variable %step to the value 5.
*placefloors in the length and direction of the hallway one itteration for each lane ending with the the middle lane increasing the count and step.
*going northeast
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%leftLane) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%leftLane) and going %length more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%start) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:16) in a line starting at (%rightLane) and going 1 more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%rightLane) and going %length more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 1,
(3:14) in a line starting at (%start) and going %length more spaces northeast.
(5:1) set the floor to 500.
(5:352) move the position in variable %start northeast (up and right) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going southeast
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%leftLane) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%leftLane) and going %length more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%start) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:17) in a line starting at (%rightLane) and going 1 more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%rightLane) and going %length more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 2,
(3:15) in a line starting at (%start) and going %length more spaces southeast.
(5:1) set the floor to 500.
(5:353) move the position in variable %start southeast (down and right) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going southwest
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%leftLane) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%leftLane) and going %length more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%start) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:14) in a line starting at (%rightLane) and going 1 more spaces northeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%rightLane) and going %length more spaces southwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 3,
(3:16) in a line starting at (%start) and going %length more spaces southwest.
(5:1) set the floor to 500.
(5:354) move the position in variable %start southwest (down and left) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
*going northwest
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%leftLane) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%leftLane) and going %length more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%start) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:15) in a line starting at (%rightLane) and going 1 more spaces southeast.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%rightLane) and going %length more spaces northwest.
(5:1) set the floor to 500.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 5,
(1:200) and variable %direction is equal to 4,
(3:17) in a line starting at (%start) and going %length more spaces northwest.
(5:1) set the floor to 500.
(5:355) move the position in variable %start northwest (up and left) %length step(s).
(5:302) take variable %hallCount and add 1 to it.
(5:300) set variable %step to the value 1.
**SECTION** Entrance and Exit
*Put the entrance at the location of the building guide item and the exit at the end of a random hall
*replace end hall regions with standard hall regions for laying the floor.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 6,
(3:30) in region 2,
(5:532) set variable %placeStart to the X,Y position of a random spot where the item is 1324 somewhere in the Dream.
(5:300) set variable %step to the value 7.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 7,
(5:41) place item 1143 at (%placeStart).
(5:300) set variable %inSafe to the value 0.
(5:300) set variable %step to the value 8.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 8,
(3:30) in region 2,
(5:532) set variable %placeStart to the X,Y position of a random spot where the item is 1324 somewhere in the Dream.
(5:300) set variable %step to the value 9.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 9,
(5:41) place item 1135 at (%placeStart).
(5:300) set variable %step to the value 10.
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 10,
(5:5) change item 1324 to item 0.
(5:300) set variable %step to the value 11.
**SECTION** Build Rooms
*preload room paramaters
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 11,
(1:205) and variable %roomCount is less than variable %rooms,
(3:30) in region 2,
(4:1) only where the floor is 500,
(5:512) set variable %roomCenter to the X,Y position of a random spot where the floor is 500 somewhere in the Dream.
(5:312) set variable %radius to the total of rolling 2 dice with 2 sides plus 1.
(5:306) multiply variable %radius by 2.
(5:121) make location (%roomCenter) part of region 5.
(5:301) copy the value of variable %roomCenter into variable %roomTop.
(5:301) copy the value of variable %roomCenter into variable %roomBottom.
(5:305) take variable %roomTop.y and subtract variable %radius from it.
(5:303) take variable %roomBottom.y and add variable %radius to it.
(5:300) set variable %step to the value 12.
*In the Diamond that is the room lay the floor
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 12,
(3:3) within the diamond (%roomTop) - (%roomBottom),
(5:1) set the floor to 500.
(5:302) take variable %roomCount and add 1 to it.
(5:300) set variable %step to the value 11.
*move furres to start
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 11,
(1:203) and variable %roomCount is equal to variable %rooms,
(3:30) in region 5,
(4:1) only where the floor is 161,
(5:4) place item 2400.
**SECTION** New Clock
(0:49) When any countdown timer goes o
(5:50) set countdown timer 1 to go off in 1 seconds.
(5:50) set countdown timer 2 to go off in 1 seconds.
(5:50) set countdown timer 3 to go off in 1 seconds.
(5:50) set countdown timer 4 to go off in 1 seconds.
(5:50) set countdown timer 5 to go off in 1 seconds.
(5:50) set countdown timer 6 to go off in 1 seconds.
(5:50) set countdown timer 7 to go off in 1 seconds.
(5:50) set countdown timer 8 to go off in 1 seconds.
s(5:50) set countdown timer 9 to go off in 1 seconds.
(5:50) set countdown timer 10 to go off in 1 seconds.
**SECTION** Vision
*Set Vision Area paramaters. A that starts where furre is and goes two spaces down to the bottom of the diamond.
(0:71) When someone stays in the same square for 1 seconds,
(5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
(5:301) copy the value of variable %visionTop into variable %visionBottom.
(5:304) take variable %visionTop.y and subtract 2 from it.
(5:302) take variable %visionBottom.y and add 4 to it.
*remove dungeon walls in the specified area.
(0:71) When someone stays in the same square for 1 seconds,
(3:3) within the diamond (%visionTop) - (%visionBottom),
(5:5) change item 2400 to item 2401.
*for smoother processing do the same thing for a moving furre
(0:1) Whenever someone moves,
(5:350) set variable %visionTop to the X,Y position the triggering furre (moved from/is standing at).
(5:301) copy the value of variable %visionTop into variable %visionBottom.
(5:304) take variable %visionTop.y and subtract 2 from it.
(5:302) take variable %visionBottom.y and add 4 to it.
(0:1) Whenever someone moves,
(3:3) within the diamond (%visionTop) - (%visionBottom),
(5:5) change item 2400 to item 2401.
*idle repeater - move to clock later
(0:71) When a furre stays in the same square for 1 seconds,
(3:7) where the triggering furre is currently at,
(5:19) move any furre pressent 0 steps forward (in the drection they are facing) if there is nobody there already
*Endtriggers* 8888 *Endtriggers*
Comments
Post a Comment