More Cuff DS
Dec 28, 2010 17:33:50 GMT -8
Post by Mortain on Dec 28, 2010 17:33:50 GMT -8
CUFF DS
Written by Carrie O'Kaye, Darkhorse Pterid and Graphite
Function:
One Furre, by the name of Captor, will be able to capture another Furre (the captive) and drag him around the map.
To activate the function, Captor says, "cuff."
To deactivate the function, Captor says, "uncuff."
To capture a captive, Captor bumps into a Furre.
QUOTE
(0:0) When everything is starting up,
(5:300) set variable %dreamStarted to the value 0
(0:100) When 1 seconds have passed, offset by 0,
(1:200) and variable %dreamStarted is equal to 0,
(5:300) set variable %dreamStarted to the value 1
(5:300) set variable %cuff to the value 0
* When Captor says 'cuff', then enable the trapping mode.
(0:31) When a furre says {cuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 0,
(5:300) set variable %cuff to the value 1.
* When Captor walks into a furre while trapping mode is active, then 'cuff' the furre.
(0:1) Whenever somebody moves,
(1:70) and their name is {Captor},
(1:4) and they bump into a furre,
(1:200) and variable %cuff is equal to 1,
(5:350) set variable %captorPos to the X,Y position the triggering furre (moved from/is standing at).
(5:351) set variable %captivePos to the X,Y position the triggering furre moved to.
* When the captor says 'uncuff' and we're currently 'cuffing' someone, then release this furre.
(0:31) When a furre says {uncuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 1,
(5:300) set variable %captorPos to the value 0.
(5:300) set variable %captivePos to the value 0.
(5:300) set variable %cuff to the value 0.
* When the captive tries to move, move him back to where he came from
(0:1) Whenever somebody moves,
(1:19) and they (moved from/are standing at) position (%captivePos),
(1:200) and variable %cuff is equal to 1,
(5:18) move the triggering furre back where they came from.
* When the captor moves succesfully, move the captive into the space he just left.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:19) and they (moved from/are standing at) position (%captorPos),
(1:200) and variable %cuff is equal to 1,
(5:351) set variable %captorPos to the X,Y position the triggering furre moved to.
(3:2) at position (%captivePos) on the map,
(5:350) set variable %captivePos to the X,Y position the triggering furre (moved from/is standing at).
(5:16) move any furre present to (%captivePos) if there's nobody already there.
forums.furcadia.com/index.php?furcadia_session_id=12932-bxcb-qve&showtopic=12953&st=0&p=155917entry155917
Written by Carrie O'Kaye, Darkhorse Pterid and Graphite
Function:
One Furre, by the name of Captor, will be able to capture another Furre (the captive) and drag him around the map.
To activate the function, Captor says, "cuff."
To deactivate the function, Captor says, "uncuff."
To capture a captive, Captor bumps into a Furre.
QUOTE
(0:0) When everything is starting up,
(5:300) set variable %dreamStarted to the value 0
(0:100) When 1 seconds have passed, offset by 0,
(1:200) and variable %dreamStarted is equal to 0,
(5:300) set variable %dreamStarted to the value 1
(5:300) set variable %cuff to the value 0
* When Captor says 'cuff', then enable the trapping mode.
(0:31) When a furre says {cuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 0,
(5:300) set variable %cuff to the value 1.
* When Captor walks into a furre while trapping mode is active, then 'cuff' the furre.
(0:1) Whenever somebody moves,
(1:70) and their name is {Captor},
(1:4) and they bump into a furre,
(1:200) and variable %cuff is equal to 1,
(5:350) set variable %captorPos to the X,Y position the triggering furre (moved from/is standing at).
(5:351) set variable %captivePos to the X,Y position the triggering furre moved to.
* When the captor says 'uncuff' and we're currently 'cuffing' someone, then release this furre.
(0:31) When a furre says {uncuff},
(1:70) and their name is {Captor},
(1:200) and variable %cuff is equal to 1,
(5:300) set variable %captorPos to the value 0.
(5:300) set variable %captivePos to the value 0.
(5:300) set variable %cuff to the value 0.
* When the captive tries to move, move him back to where he came from
(0:1) Whenever somebody moves,
(1:19) and they (moved from/are standing at) position (%captivePos),
(1:200) and variable %cuff is equal to 1,
(5:18) move the triggering furre back where they came from.
* When the captor moves succesfully, move the captive into the space he just left.
(0:1) Whenever somebody moves,
(1:5) and they successfully moved,
(1:19) and they (moved from/are standing at) position (%captorPos),
(1:200) and variable %cuff is equal to 1,
(5:351) set variable %captorPos to the X,Y position the triggering furre moved to.
(3:2) at position (%captivePos) on the map,
(5:350) set variable %captivePos to the X,Y position the triggering furre (moved from/is standing at).
(5:16) move any furre present to (%captivePos) if there's nobody already there.
forums.furcadia.com/index.php?furcadia_session_id=12932-bxcb-qve&showtopic=12953&st=0&p=155917entry155917