* Simplified Gun DS 1.0
* System Setup.-
(0:0) When everything is starting up,
* Clear all the variables to zero (remove if you got that line in another 0:0).
(5:399) clear all variables to zero.
(5:384) set variable %Gun_Death to the x,y position (Dead_Zone_X,Dead_Zone_Y).
* End of System Setup.
* Player - Gun Coordinates Setup.
(0:16) When a furre uses any object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
* Place an invisible / unwalkable object at 0,0 to get the X,Y Coordinates of the space in front of the trig. furre.
(5:41) place object type 1337 at (0,0).
* Get the position in front of the trig. furre.
(3:10) in the space right in front of the triggering furre,
(5:23) swap the object with the object at (0,0).
(5:531) set variable %Gun_Line_Start to the X,Y position of a random spot where the object is type 1337 that is onscreen for the triggering furre.
(5:23) swap the object with the object at (0,0).
* End of Player - Gun Coordinates Setup.
* Individual Gun Variables Setup. (1 Section Per Gun Starts Here.)
(0:19) When somebody uses object type Gun_Object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
* Refresh the Gun Variables according to the gun that was just used.
(5:300) set variable %Gun_Bullet_NE.x to the value NorthEast_Bullet.
(5:300) set variable %Gun_Bullet_SE.x to the value SouthEast_Bullet.
(5:300) set variable %Gun_Bullet_SW.x to the value SouthWest_Bullet.
(5:300) set variable %Gun_Bullet_NW.x to the value NorthWest_Bullet.
* Play the Gun's Sound FX.
(5:11) play sound Gun_Sound to every furre who can see the triggering furre.
* Set the Gun's Range.
(5:300) set variable %Gun_Line_End.x to the value Gun_Range.
* End of Individual Gun Variables Setup. (1 Section Per Gun Does Not End Here Yet.)
* Gun Shooting NorthEast.
(0:19) When somebody uses object type Gun_Object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
(3:14) in a line starting at (%Gun_Line_Start.x,%Gun_Line_Start.y) and going %Gun_Line_End.x more spaces northeast.
(5:5) change object type 0 to type %Gun_Bullet_NE.x.
(5:1000) redraw the screen and show everything that's just changed.
(5:5) change object type %Gun_Bullet_NE.x to type 0.
* End of Gun Shooting NorthEast.
* Gun Shooting SouthEast.
(0:19) When somebody uses object type Gun_Object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
(3:15) in a line starting at (%Gun_Line_Start.x,%Gun_Line_Start.y) and going %Gun_Line_End.x more spaces southeast.
(5:5) change object type 0 to type %Gun_Bullet_SE.x.
(5:1000) redraw the screen and show everything that's just changed.
(5:5) change object type %Gun_Bullet_SE.x to type 0.
* End of Gun Shooting SouthEast.
* Gun Shooting SouthWest.
(0:19) When somebody uses object type Gun_Object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
(3:16) in a line starting at (%Gun_Line_Start.x,%Gun_Line_Start.y) and going %Gun_Line_End.x more spaces soutwest.
(5:5) change object type 0 to type %Gun_Bullet_SW.x.
(5:1000) redraw the screen and show everything that's just changed.
(5:5) change object type %Gun_Bullet_SW.x to type 0.
* End of Gun Shooting SouthWest.
* Gun Shooting NorthWest.
(0:19) When somebody uses object type Gun_Object,
* And if the Guns are currently on.
(1:200) and variable %Gun_Lock.x is equal to 0,
(3:17) in a line starting at (%Gun_Line_Start.x,%Gun_Line_Start.y) and going %Gun_Line_End.x more spaces northwest.
(5:5) change object type 0 to type %Gun_Bullet_NW.x.
(5:1000) redraw the screen and show everything that's just changed.
(5:5) change object type %Gun_Bullet_NW.x to type 0.
* End of Gun Shooting NorthWest. (1 Section Per Gun Ends Here.)
* Guns Switch (ON).
(0:32) When a furre says something with {Guns ON} in it,
(5:300) set variable %Gun_Lock.x to the value 0.
* End of Guns Switch (ON).
* Guns Switch (OFF).
(0:32) When a furre says something with {Guns OFF} in it,
(5:300) set variable %Gun_Lock.x to the value 1.
* End of Guns Switch (OFF).
* End of Simplified Gun DS 1.0