The Depths vPA 0.3

*This Code is easiest to figure out by copying all the text and pasting it into the Dragonspeak *Constructor.

*It won't work without certain stuff placed into the dream which I have not released yet but can be *figured out by reading the code.

*I won't be releasing the art and future music assets will be accompanying this project.

*Working note.  to fix adding spawn points to the rooms set the floor to a different floor type before finilizing
*Use a set amount of monsters per level.  No spawners.  Still randamize.
*To cope with the lag spikes that can happen in the game and to promote stategy based gameplay create a semi turn based system.
*the premis being a stanima bar.  A single character can only make so many moves per second.  That way multiplayer groups
*won't be overwhelmed by monsters by just one player moving.
*Add treasure chests at all hall ends.



DSPK V04.00 Furcadia
(0:0) When everything is starting up,
    (5:300) set variable %step to the value 0.
    (5:300) set variable %inSafe to the value 0.
    (5:300) set variable %level to the value 1.
    (5:300) set variable %mobOne to the value 2408.
    (5:300) set variable %mobTwo to the value 2407.
    (5:300) set variable %mobThree to the value 2405.



    (5:166) make it impossible to pick up or drop items in region 5.
    (5:166) make it impossible to pick up or drop items in region 4.



*if noone was in the dream when entered reset the level and step to generate new dungeon

(0:9) When someone arrives in the Dream,
 (1:200) and variable %inDream is equal to 0,
    (5:300) set variable %level to the value 1.
    (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 (18,28), 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. now has 100 levels with increasing sizes. Say level to see what level you are on} to the triggering furre.
(5:200) emit message {monsters currently spawn, but have no Ai and cannot be interacted with} to the triggering furre.
    (5:200) emit message {For more information on this project visit my blog here. Updates Saturdays} to the triggering furre.

    (5:76) place item 58 in the triggering furre's paws.


    (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 {level} in it,
    (5:200) emit message {Level %level} to the triggering furre.

(0:38) When someone says or emotes something with {debug} in it,


    (5:200) emit message {In Dream In Safe,%inDream,%inSafe,} to the triggering furre.

    (5:200) emit message {Step,%step,} to the triggering furre.
    (5:200) emit message {Level,%level} to the triggering furre.
    (5:200) emit message {direction,%direction} to the triggering furre.
    (5:200) emit message {Hall Count, Halls,%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 4,
    (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**  Player Tracker and map clear
 
*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 not re-enter this level. 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.
    (5:5) change item 1332 to item 1802.
    (5:302) take variable %inSafe and add 1 to it.



*temporary when level ten reached go back to level one
(0:86) When someone clicks Yes for request number 1,
 (1:203) and variable %inSafe is equal to variable %inDream,
 (1:200) and variable %level is equal to 100,
    (5:31) play midi 2 to everyone on the map.
    (5:201) emit message {Congratulations!!!  You have cleared 100 Floors. :D} to any furre present.

    (5:300) set variable %level to the value 0.


*clear old map data to prepare space for new level, increment Level.
(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.
    (5:5) change item %mobOne to item 0.
    (5:5) change item %mobTwo to item 0.
    (5:5) change item %mobThree to item 0.
    (5:5) change item 58 to item 0.

    (5:139) show effects in region 6 to everyone that can see there.


   (4:1) only where the floor is 500,
 (5:150) place overlay effect 0.
    (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.
    (5:300) set variable %debrisCount to the value 0.
    (5:300) set variable %mobCount to the value 0.

    (5:302) take variable %level and add 1 to it.


 
*teleport into dream

(0:3) When someone moves into item 1332,
    (5:15) move the triggering furre to (%entrance), or to someplace nearby if it's occupied.
    (5:304) take variable %inSafe and subtract 1 from it.

*For Debuging

(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 8,
    (5:15) move the triggering furre to (%entrance), or to someplace nearby if it's occupied.

 




**SECTION**  Build Halls


*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,
    (5:301) copy the value of variable %level into variable %halls.
    (5:302) take variable %halls and add 2 to it.

    (5:301) copy the value of variable %level into variable %rooms.
    (5:308) divide variable %rooms by 4 and put the remainder in variable %holdMe.

    (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,
    (5:512) set variable %placeStart to the X,Y position of a random spot where the floor is 500 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 %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).
    (5:151) set location (%placeStart) to overlay effect 194.

    (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,
 
    (5:532) set variable %entrance to the X,Y position of a random spot where the item is 1143 somewhere in the Dream.
    (5:5) change item 1802 to item 1332.
    (5:138) hide all effects in region 6 from everybody.
    (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 8.
    (5:302) take variable %roomCount and add 1 to it.
    (5:300) set variable %step to the value 11.

*place treasure Chests - just because it fits well into the algorithm here

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 11,
 (1:202) and variable %treasureCount is less than %treasures,
  (3:532) at a random spot somewhere in the Dream where the item is 1324,
    (5:4) place item 1159.



*Escape loop.

(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,

    (5:300) set variable %step to the value 13.

**SECTION**  Place Enemies into Level.


*preload Enemy information for level.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 13,
    (5:312) set variable %mobs to the total of rolling %rooms dice with 4 sides plus 0.
    (5:300) set variable %step to the value 14.


*Start of Loop
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:205) and variable %mobCount is less than variable %mobs,
    (5:312) set variable %choice to the total of rolling 1 dice with 6 sides plus 0.
    (5:300) set variable %step to the value 15.




*Create effect and spawn a monster
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 15,
 (1:201) and variable %choice is more than 0,
 (1:202) and variable %choice is less than 4,
  (3:512) at a random spot somewhere in the Dream where the floor is 8,
   (4:8) only where there are no items,
    (5:302) take variable %mobCount and add 1 to it.
    (5:4) place item %mobOne.
    (5:300) set variable %step to the value 14.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 15,

 (1:201) and variable %choice is more than 3,
 (1:202) and variable %choice is less than 6,
  (3:512) at a random spot somewhere in the Dream where the floor is 8,
   (4:8) only where there are no items,
    (5:302) take variable %mobCount and add 1 to it.
    (5:4) place item %mobTwo.
    (5:300) set variable %step to the value 14.


(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 15,
 (1:200) and variable %choice is equal to 6,
  (3:512) at a random spot somewhere in the Dream where the floor is 8,
   (4:8) only where there are no items,
    (5:302) take variable %mobCount and add 1 to it.
    (5:4) place item %mobThree.
    (5:300) set variable %step to the value 14.

*break Loop
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 14,
 (1:203) and variable %mobCount is equal to variable %mobs,
    (5:2) change floor 8 to floor 500.
    (5:300) set variable %step to the value 16.




**SECTION**  Place random objects into level

*preload debris paramaters
(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 16,
    (5:312) set variable %debris to the total of rolling 2 dice with 8 sides plus 3.
    (5:300) set variable %step to the value 17.




(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 17,
 (1:202) and variable %debrisCount is less than %debris,
  (3:502) at a random spot somewhere in the Dream,
   (4:1) only where the floor is 500,
   (4:8) only where there are no items,
    (5:13) place a random item type between 1127 and 1127.
    (5:302) take variable %debrisCount and add 1 to it.

*Escape Loop

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 17,
 (1:203) and variable %debrisCount is equal to variable %debris,
    (5:300) set variable %step to the value 18.

*place treasure Chests - just because it fits well into the algorithm here

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 18,
     (5:5) change item 1324 to item 1159.
     (5:300) set variable %step to the value 19.



*put all ground walls in when ready. Loop for effect.

(0:49) When any countdown timer goes off,
 (1:200) and variable %step is equal to 19,
 (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 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.
    (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 6 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 6 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


**SECTION**  Encyclopedia
*This area will hold all the data for enemies and weapons and such.  For easy pulling into loot tables and enemy tables
*so the code doesnt have to be reiterated for each level.




*Endtriggers* 8888 *Endtriggers*

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