Post by Captain Ventris on Jun 4, 2010 16:42:00 GMT
Alright, some folks are aware that occasionally, a pit in blazing Colosseum will become double deep, or sometimes still hurt you after raising. That's because the scripts are weird:
The main problem is that it doesn't check if a floor is lowered or not, as far as I can tell.
Sooooooo, I'd really appreciate somebody rewriting the scripts to be more full-proof. Use the same sector tags and all, of course, and have the functionality stay the same, just... make it not do weird things. Thanks doods
script 85 open
{
delay(random(595,3920));
Floor_LowerInstant(1,0,12);
ChangeFloor(1,"16_HEART");
ACS_Execute(437,0,0,0,0);
ACS_Terminate(441,0);
delay(random(875,4200));
Floor_RaiseInstant(1,0,12);
ChangeFloor(1,"GRASS1_3");
ACS_Terminate(437,0);
ACS_Execute(441,0,0,0,0);
restart;
}
script 86 open
{
delay(random(595,3920));
Floor_LowerInstant(2,0,12);
ChangeFloor(2,"16_HEART");
ACS_Execute(438,0,0,0,0);
ACS_Terminate(442,0);
delay(random(875,4200));
Floor_RaiseInstant(2,0,12);
ChangeFloor(2,"GRASS1_3");
ACS_Terminate(438,0);
ACS_Execute(442,0,0,0,0);
restart;
}
script 87 open
{
delay(random(595,3920));
Floor_LowerInstant(3,0,12);
ChangeFloor(3,"16_HEART");
ACS_Execute(439,0,0,0,0);
ACS_Terminate(443,0);
delay(random(875,4200));
Floor_RaiseInstant(3,0,12);
ChangeFloor(3,"GRASS1_3");
ACS_Terminate(439,0);
ACS_Execute(443,0,0,0,0);
restart;
}
script 88 open
{
delay(random(595,3920));
Floor_LowerInstant(4,0,12);
ChangeFloor(4,"16_HEART");
ACS_Execute(440,0,0,0,0);
ACS_Terminate(444,0);
delay(random(875,4200));
Floor_RaiseInstant(4,0,12);
ChangeFloor(4,"GRASS1_3");
ACS_Terminate(440,0);
ACS_Execute(444,0,0,0,0);
restart;
}
script 437 (void)
{
SectorDamage(1, random(20,30), "Annihilate", "null", DAMAGE_PLAYERS | DAMAGE_NONPLAYERS);
delay(45);
restart;
}
script 438 (void)
{
SectorDamage(2, random(20,30), "Annihilate", "null", DAMAGE_PLAYERS | DAMAGE_NONPLAYERS);
delay(45);
restart;
}
script 439 (void)
{
SectorDamage(3, random(20,30), "Annihilate", "null", DAMAGE_PLAYERS | DAMAGE_NONPLAYERS);
delay(45);
restart;
}
script 440 (void)
{
SectorDamage(4, random(20,30), "Annihilate", "null", DAMAGE_PLAYERS | DAMAGE_NONPLAYERS);
delay(45);
restart;
}
script 441 (void)
{
Sector_setDamage(1,0,14);
delay(2);
}
script 442 (void)
{
Sector_setDamage(2,0,14);
delay(2);
}
script 443 (void)
{
Sector_setDamage(3,0,14);
delay(2);
}
script 444 (void)
{
Sector_setDamage(4,0,14);
delay(2);
}
The main problem is that it doesn't check if a floor is lowered or not, as far as I can tell.
Sooooooo, I'd really appreciate somebody rewriting the scripts to be more full-proof. Use the same sector tags and all, of course, and have the functionality stay the same, just... make it not do weird things. Thanks doods