The Depths Procedural Dungeon Generation Code
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,
(5:15) move the triggering furre to (66,58), 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. Say "reload" to create a new dungeon layout} 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.
(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.
(0:49) When any countdown timer goes off,
(4:30) only in region 1,
(5:1) set the floor to 161.
**SECTION** Build Halls
*spoken Reload
(0:31) When someone says {reload},
(4:1) only where the floor is 8,
(5:120) make this/these location(s) part of region 5.
(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.
(0:1) Whenever someone moves,
(1:117) and the triggering furre (didn't move from/isn't standing at) floor 8,
(4:2) only where the floor is not 8,
(5:15) move the triggering furre to (%start), or to someplace nearby if it's occupied.
*set up the parameters 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 8,
(5:512) set variable %newPath to the X,Y position of a random spot where the floor is 8 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 hallway.
(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 1 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 parameters 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 8,
(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.
*place markers 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.
(5:121) make location (%start) part of region 2.
(5:300) set variable %step to the value 5.
*place floors in the length and direction of the hallway one iteration 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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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** Build Rooms
*preload room parameters
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 6,
(1:205) and variable %roomCount is less than variable %rooms,
(3:30) in region 2,
(4:1) only where the floor is 8,
(5:512) set variable %roomCenter to the X,Y position of a random spot where the floor is 8 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 7.
*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 7,
(3:3) within the diamond (%roomTop) - (%roomBottom),
(5:1) set the floor to 8.
(5:302) take variable %roomCount and add 1 to it.
(5:300) set variable %step to the value 6.
**SECTION** New Clock
(0:49) When any countdown timer goes off
(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.
*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,
(5:15) move the triggering furre to (66,58), 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. Say "reload" to create a new dungeon layout} 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.
(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.
(0:49) When any countdown timer goes off,
(4:30) only in region 1,
(5:1) set the floor to 161.
**SECTION** Build Halls
*spoken Reload
(0:31) When someone says {reload},
(4:1) only where the floor is 8,
(5:120) make this/these location(s) part of region 5.
(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.
(0:1) Whenever someone moves,
(1:117) and the triggering furre (didn't move from/isn't standing at) floor 8,
(4:2) only where the floor is not 8,
(5:15) move the triggering furre to (%start), or to someplace nearby if it's occupied.
*set up the parameters 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 8,
(5:512) set variable %newPath to the X,Y position of a random spot where the floor is 8 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 hallway.
(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 1 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 parameters 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 8,
(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.
*place markers 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.
(5:121) make location (%start) part of region 2.
(5:300) set variable %step to the value 5.
*place floors in the length and direction of the hallway one iteration 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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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 8.
(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** Build Rooms
*preload room parameters
(0:49) When any countdown timer goes off,
(1:200) and variable %step is equal to 6,
(1:205) and variable %roomCount is less than variable %rooms,
(3:30) in region 2,
(4:1) only where the floor is 8,
(5:512) set variable %roomCenter to the X,Y position of a random spot where the floor is 8 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 7.
*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 7,
(3:3) within the diamond (%roomTop) - (%roomBottom),
(5:1) set the floor to 8.
(5:302) take variable %roomCount and add 1 to it.
(5:300) set variable %step to the value 6.
**SECTION** New Clock
(0:49) When any countdown timer goes off
(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.
*Endtriggers* 8888 *Endtriggers*
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