All pastes #812940 Raw Edit

Mine

public text v1 · immutable
·published 2007-12-12 03:10 UTC
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*// Snowball DS
* Northeast throw
(0:19) When somebody uses object type #, (snowball)
   (1:13) and the triggering furre is facing northeast (up and right),
            (5:350) set variable %furpos to the X,Y position the triggering furre (moved from/is standing at).
            (5:352) move the position in variable %furpos northeast (up and right) 1 step(s).
            (5:200) emit message {You have thrown a snowball!} to the triggering furre.
            (5:76) place object type 0 in the triggering furre's paws.
      (3:14) in a line starting at (%furpos) and going 4 more spaces northeast.
         (4:1) only where the floor is type #, (Pavement)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
         (4:1) only where the floor is type #, (snow)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
      (3:510) at a random spot within the rectangle (#,#) - (#,#) where the floor is type #, (Play Area - Snow)
            (5:4) place object type #. (snowball)

*Southeast Throw
(0:19) When somebody uses object type #, (snowball)
   (1:14) and the triggering furre is facing southeast (down and right),
            (5:350) set variable %furpos to the X,Y position the triggering furre (moved from/is standing at).
            (5:353) move the position in variable %furpos 1 step(s).
            (5:200) emit message {You have thrown a snowball!} to the triggering furre.
            (5:76) place object type 0 in the triggering furre's paws.
      (3:15) in a line starting at (%furpos) and going 4 more spaces
         (4:1) only where the floor is type #, (Pavement)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
         (4:1) only where the floor is type #, (snow)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
      (3:510) at a random spot within the rectangle (#,#) - (#,#) where the floor is type #, (Play Area - Snow)
            (5:4) place object type #. (snowball)

*Southwest Throw
(0:19) When somebody uses object type #, (snowball)
   (1:15) and the triggering furre is facing southwest (down and left),
            (5:350) set variable %furpos to the X,Y position the triggering furre (moved from/is standing at).
            (5:354) move the position in variable %furpos 1 step(s).
            (5:200) emit message {You have thrown a snowball!} to the triggering furre.
            (5:76) place object type 0 in the triggering furre's paws.
      (3:16) in a line starting at (%furpos) and going 4 more spaces
         (4:1) only where the floor is type #, (Pavement)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
         (4:1) only where the floor is type #, (snow)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
      (3:510) at a random spot within the rectangle (#,#) - (#,#) where the floor is type #, (Play Area - Snow)
            (5:4) place object type #. (snowball)

NorthWest Throw
(0:19) When somebody uses object type #, (snowball)
   (1:16) and the triggering furre is facing northwest (up and left),
            (5:350) set variable %furpos to the X,Y position the triggering furre (moved from/is standing at).
            (5:355) move the position in variable %furpos 1 step(s).
            (5:200) emit message {You have thrown a snowball!} to the triggering furre.
            (5:76) place object type 0 in the triggering furre's paws.
      (3:17) in a line starting at (%furpos) and going 4 more spaces
         (4:1) only where the floor is type #, (Pavement)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
         (4:1) only where the floor is type #, (snow)
            (5:75) make any furre present lie down.
            (5:201) emit message {Oof! [Furre] hit you with a snowball!} to any furre present.
            (5:421) shake the map of any furre present in style 1, for 3 tenths of a second, with speed 36 and intensity 5.
         (4:0) clear all filtering,
      (3:510) at a random spot within the rectangle (#,#) - (#,#) where the floor is type #, (Play Area - Snow)
            (5:4) place object type #. (snowball)


*Classic mode
(0:0)(5:100)

*//Ice
(0:1) Whenever somebody moves,
   (1:5) and they successfully moved,
   (1:2) and they move into floor type #, (ice)
   (1:17) and the triggering furre (moved from/is standing at) floor type #, (ice)
            (5:89) turn the triggering furre counterclockwise.
            (5:89) turn the triggering furre counterclockwise.
*/Bumping furre on ice
*Spam filter
(0:1) Whenever somebody moves,
   (1:119) and the triggering furre (didn't move from/isn't standing at) position (%furicepos),
   (1:119) and the triggering furre (didn't move from/isn't standing at) position (%furicepos2),
   (1:2) and they move into floor type #, (ice)
   (1:4) and they bump into a furre,
   (1:17) and the triggering furre (moved from/is standing at) floor type #, (ice)
            (5:200) emit message {Woops! You've knocked somebody over!} to the triggering furre.
            (5:72) make the triggering furre lie down.
            (5:88) turn the triggering furre clockwise.
      (3:6) where the triggering furre moved into,
            (5:201) emit message {Someone has knocked you over!} to any furre present.
            (5:94) turn any furre present clockwise.
            (5:75) make any furre present lie down.
            (5:350) set variable %furicepos to the X,Y position the triggering furre (moved from/is standing at).
            (5:351) set variable %furicepos2 to the X,Y position the triggering furre moved to.
*Spam Filter
(0:1) Whenever somebody moves,
   (1:5) and they successfully moved,
   (1:19) and the triggering furre (moved from/is standing at) position (%furicepos),
            (5:300) set variable %furicepos to the value 0.
*Spam Filter
(0:1) Whenever somebody moves,
   (1:5) and they successfully moved,
   (1:19) and the triggering furre (moved from/is standing at) position (%furicepos2),
            (5:300) set variable %furicepos2 to the value 0.