* 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