Wow, thats a great one
But i will not participate i think... It will depends

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Show posts MenuQuote from: Meowster on Wed 28/01/2009 11:56:35
I think it's a little unreasonable to expect them to give everyone free use of the engine they've developed so you can knock about in it yourself, no?
// room script file
function hHotspot1_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function hHotspot1_Look()
{
cCharacter.Say("Something is wrote on the display bar: Put the 6 digits code to open.");
}
function hHotspot1_PickUp()
{
cCharacter.Say("How can i pick that safe?");
}
function hHotspot1_Talk()
{
cCharacter.Say("I can't do that.");
}
function hHotspot1_UseInv()
{
cCharacter.Say("I need a password, not this!");
}
function hHotspot2_Interact()
{
cCharacter.Say("I cant go back there.");
}
function hHotspot2_Look()
{
cCharacter.Say("Its the door i unlocked using my sabedory, skills and...");
cCharacter.Say("And...");
cCharacter.Say("Some help from you, of course.");
}
function hHotspot2_PickUp()
{
cCharacter.Say("I cant put a door on my inventory.");
}
function hHotspot2_Talk()
{
cCharacter.Say("If doors could talk, we could try to force it to say where the key is.");
cCharacter.Say("But no, they dont talk, so we have to find the key by us own.");
cCharacter.Say("Damn scientists that doesn't created a talking door yet!");
}
function hHotspot2_UseInv()
{
cCharacter.Say("No, using anything on everything will not solve the puzzle, try thinking.");
}
function hHotspot3_Interact()
{
cCharacter.Say("No.");
}
function hHotspot3_Look()
{
cCharacter.Say("A normal table.");
}
function hHotspot3_PickUp()
{
cCharacter.Say("We are not playing Katamari you jerk!");
}
function hHotspot3_Talk()
{
cCharacter.Say("Just table's understand the Table Language.");
}
function hHotspot3_UseInv()
{
cCharacter.Say("Im laughing out loud for you.");
}
function room_FirstLoad()
{
dComputer2.Start();
}
function hHotspot4_Interact()
{
cCharacter.Say("I will not touch on that!");
}
function hHotspot4_Look()
{
cCharacter.Say("Its a bunch of papers with graphics on it.");
}
function hHotspot4_PickUp()
{
cCharacter.Say("I can't, they are glued on the floor.");
cCharacter.Say("If i force it will rip.");
}
function hHotspot4_Talk()
{
cCharacter.Say("I dont talk "paperinsh"!");
}
// room script file
function oSteelBar_PickUp()
{
player.Move(180, 165);
oSteelBar.Visible = false;
player.AddInventory(iSteelBar);
}
function oObject1_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oObject1_Look()
{
cCharacter.Say("It's a blue screwdriver");
}
function oObject1_PickUp()
{
dCantReach.Start();
}
function oObject1_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oObject1_UseInv()
{
player.Move(50, 206);
if (player.ActiveInventory == iGrabber){
Display("Yes! I got it!");
player.AddInventory(iScrewdriver);
oObject1.Visible = false;
}}
function oSteelBar_Look()
{
cCharacter.Say("It's a broken steel bar.");
}
function oSteelBar_UseInv()
{
dUseInv.Start();
}
function oObject0_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oObject0_Look()
{
cCharacter.Say("It's a brick almost falling from the wall.");
}
function oObject0_PickUp()
{
dBrickOnWall.Start();
}
function oObject0_UseInv()
{
if (player.ActiveInventory == iScrewdriver){
player.Move(123, 165);
Display("I got it from the wall!");
player.AddInventory(iBrick);
oObject0.Visible = false;
oHole.Visible = true;
}
}
function oHole_Look()
{
cCharacter.Say("Its a hole on the wall.");
}
function oHole_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function oHole_UseInv()
{
cCharacter.Say(That won't work.)
}
function oHole_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oHole_Interact()
{
Display("I can feel a table.");
Display("And that's something there.");
Display("Got it!.");
player.AddInventory(iRustyOldKey);
oHole.Visible = false;
}
function oLock_UseInv()
{
if (player.ActiveInventory == iRustyOldKey){
Display("Ops!");
Display("Dammit! The key is broken!");
player.LoseInventory(iRustyOldKey);
player.AddInventory(iHalfKey);
oLock.Visible = false;
oLock2.Visible = true;
}
}
function oLock2_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function oLock2_Look()
{
cCharacter.Say("It's an old lock.");
}
function oLock2_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function oLock2_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function oLock2_UseInv()
{
if (player.ActiveInventory == iImprovisedKey){
Display("Got it! Finnaly i will escape from that dungeon!");
oLock2.Visible = false;
oLock3.Visible = true;
oDoor.Visible = true;
}}
function hDoor_Look()
{
cCharacter.Say("It's an old steel door.");
}
function hDoor_Interact()
{
cCharacter.Say("That door needs a key.");
}
function hDoor_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function hMetaltube_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function hMetaltube_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function hMetaltube_Look()
{
cCharacter.Say("This is the damn thing that made me get in there.");
}
function hMetaltube_Talk()
{
int RandomTalk=Random(2);
if (RandomTalk==0)
dRandomTalk1.Start();
if (RandomTalk==1)
dRandomTalk2.Start();
else
dRandomTalk3.Start();
}
function hMetaltube_UseInv()
{
cCharacter.Say("I have 100% of certain that this will not work.");
}
function hCage_Look()
{
cCharacter("It's a metal cage used to trap animals.");
}
function hCage_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0)
dRandomInteract1.Start();
if (RandomInteract==1)
dRandomInteract2.Start();
else
dRandomInteract3.Start();
}
function hCage_PickUp()
{
int RandomPickUp=Random(2);
if (RandomPickUp==0)
dRandomPickUp2.Start();
if (RandomPickUp==1)
dRandomPickUp2.Start();
else
dRandomPickUp3.Start();
}
function room_RepExec()
{
}
function oDoor_AnyClick()
{
}
function oDoor_Interact()
{
Display("I hope that door leave's to an exit.");
FadeOut(10);
player.ChangeRoom(4, 50, 190);
}
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