All pastes #815466 Raw Edit

Simplified Gun DS 1.0

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·published 2007-12-14 02:24 UTC
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* 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