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 Curious about the open rp bits

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PostSubject: Curious about the open rp bits   Tue Sep 14, 2010 1:14 am

Okay this is me asking for myself and a friend wondering if anyone would be able to tutor me in the speaks that it takes to make buttons like that work. To see how open rp works since I think it could be a resoundingly awesome thing to have in this other dream I frequent since trying to find people to rp in there is hell for how many people sometimes spam its GIGANTIC place. It has no ooc room so theres no gathering point.

But more to the point I was hoping to see about it? If it would be possible or if I would just be on my own in trying to make it. XD I have such horrible luck with this.
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Heimdall
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PostSubject: Re: Curious about the open rp bits   Tue Sep 14, 2010 8:38 am

The original DS was written by Halberd. So it's his idea, but I wrote my own version.

His version is here: http://forums.furcadia.com/index.php?furcadia_session_id=12841-rnhi-smi&showtopic=69683 He also helped me with one little part of this one.

My DS is this:
Code:
(0:9) When a furre arrives in the dream,
  (1:201) and variable %rphunters is more than 0,
            (5:200) emit message {%rphunters furre(s) are trying to find RP right now! Click the <u>Find RPers</u> button above the text box see who they are.} to the triggering furre.

(0:80) When a furre clicks DragonSpeak Button 6,
  (1:76) and the length of message ~rpHunt is greater than 1,
            (5:200) emit message {There are %rphunters furre(s) in the dream actively looking for RP:~rpHunt} to the triggering furre.
            (5:200) emit message {Flag yourself for RP by saying <u>!rp open</u>.} to the triggering furre.
(0:80) When a furre clicks DragonSpeak Button 6,
  (1:176) and the length of message ~rpHunt is less than 2,
            (5:200) emit message {No one is currently looking for RP. Be the first by saying <u>!rp open</u>.} to the triggering furre.

(0:31) When a furre says {!rp open},
  (1:175) and message ~rpHunt does not contain {[FURRE]} anywhere within it,
            (5:200) emit message {You've been added to RP Hunt. Say <u>!rp closed</u> to unflag yourself, or click the <u>Find RPers</u> button above the text box to find other people looking for RP right this moment!} to the triggering furre.
            (5:257) take message ~rpHunt and add {([FURRE]) } onto the end of it.
            (5:302) take variable %rphunters and add 1 to it.
            (5:300) set variable %emit to the value 1.
            (5:250) set message ~rpemit to {[FURRE] is looking for RP!}.
            (5:50) set countdown timer 1 to go off in 1 seconds.
(0:50) When countdown timer 1 goes off,
      (3:4) within the rectangle (0,0) - (206,199),
            (5:19) move any furre present 0 step(s) forward (in the direction they're facing) if there's nobody already there.
(0:71) When a furre stays in the same square for 0 seconds,
  (1:75) and message ~rpHunt contains {([FURRE])} somewhere within it,
  (1:200) and variable %emit is equal to 1,
            (5:200) emit message {~rpemit} to the triggering furre.

(0:31) When a furre says {!rp closed},
            (5:200) emit message {You've been removed from RP Hunt. Say <u>!rp open</u> to flag yourself again.} to the triggering furre.
            (5:278) remove the first 1 copies of {([FURRE]) } from message ~rpHunt.
            (5:304) take variable %rphunters and subtract 1 from it.
(0:10) When a furre leaves the dream,
  (1:75) and message ~rpHunt contains {[FURRE]} somewhere within it,
            (5:278) remove the first 1 copies of {([FURRE]) } from message ~rpHunt.
            (5:304) take variable %rphunters and subtract 1 from it.
(0:56) When a furre goes AFK,
  (1:75) and message ~rpHunt contains {[FURRE]} somewhere within it,
            (5:278) remove the first 1 copies of {([FURRE]) } from message ~rpHunt.
            (5:200) emit message {Since you went AFK, you've been removed from RP Hunt. Say <u>!rp open</u> to flag yourself again.} to the triggering furre.
            (5:304) take variable %rphunters and subtract 1 from it.

That should work in any dream if you just copy and paste it into the DS file and leave it unedited--however, you need to either change the "(0:80) When a furre clicks DragonSpeak Button 6," to a spoken command, or actually have a DS button 6. (Or you can change it to whatever DS button is available.) And if there's already a timer number 1 or any variables that already have those names in the other dream, it will cause problems, so rename the variables accordingly.

The RP crystals are based on the old lamp system, but I hated the lamps since they were too easy to accidentally trigger and they looked mighty awkward. The crystals are much more complicated and are tightly wound into the dream fabric, so I wouldn't be able to just hand you a code. However, here's the pseudocode.

Code:
When a furre clicks the "show crystals" button,
show all the crystal buttons.
emit what they do.
When a furre clicks the "hide crystals" button,
hide all the crystal buttons.

When someone arrives in the dream,
and the "tavern" crystal is active (ie, and %rptavern is 1)
jump the animation of their tavern crystal to be glowing.
(do the same for all other crystals)

When a furre clicks on "start RP"
emit what they did and that the crystals will turn off.
(you can leave that part out if you want)

When a furre clicks on "start RP"
and they're in the "tavern" area, (you may need multiple instances of this block to cover the whole tavern)
jump the animation of everyone's tavern crystal to be glowing.
set a timer to trigger after 3 hours. (optional)
set variable %rptavern to be 1.
(do the same for all other crystal areas)

When a furre clicks on "stop RP,"
and they're in the "tavern" area, (you may need multiple instances of this block to cover the whole tavern)
jump the animation of everyone's tavern crystal to be not glowing.
set variable %rptavern to be 0.
(do the same for all other crystal areas)

When a furre clicks the tavern crystal,
teleport them to the tavern.

When 5 seconds have passed (or something)
and %rptavern is 1
jump the animation of everyone's tavern crystal to be glowing.
(why is this needed? because animation resets when you click the DS button, sadly. so if someone clicks a glowing crystal, it'll stop glowing. This makes sure that it keeps glowing.)

You'll need DS buttons (or voice commands) for showing and hiding crystals and starting and stopping RP, then DS buttons for all the RP areas. I suggest, rather than just using crystals, you should use something more pertinent to the dream's theme. Skuldhellir's plots often revolve around magical crystals, so it makes sense... whereas in another place it could be, I dunno, leaves, or wheels, or even the gold ol fashioned lamps. Or torches. Candles would be cool! No matter what you pick, you need a DS button for each area, and each has to be set up the same. Here's how I set mine up. Frame 0 is the non-glowing frame. Then frames 1 through 4 are the crystal getting brighter. Then I used this KS: "Set default frame delay to 100 MS. Show frame 0. STOP. set default frame delay to 125 MS. Show frames 1, 2, 3, 4, 3, 2, 1. Jump to step 4." So in my DS, when I want to turn it on, I say "jump the button's animation to step 3." And to turn it off, I tell it to jump to step 0.

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PostSubject: Re: Curious about the open rp bits   Tue Sep 14, 2010 9:42 am

Omg I love you. Forever and ever and ever and ever and ever. Also yeah I remember the lamps. They were a good idea tho. ^^ This is awesome so many thank yous!
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PostSubject: Re: Curious about the open rp bits   Tue Sep 14, 2010 9:44 am

NP, hope it comes in useful! Halberd's is a little more in-depth than mine. So if you want to, you can even combine them.

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PostSubject: Re: Curious about the open rp bits   Mon Sep 20, 2010 5:30 pm

Arg. You. You must be some kind of DSing god or something Kain. Here I am scratching my head staring at the dream skin editor thing. And I am going 'Wut' when it comes to making DS buttons. XD In all my years of furc I have never tried to play with this yet. Sooooooo yeah its kind of .. Boggling to me. A good deal. But yeah.. XD I WILL FIND A WAY. Sometime.
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PostSubject: Re: Curious about the open rp bits   Mon Sep 20, 2010 8:04 pm

You get 100 DS buttons to play with. 1-10 are in buttons.fox. 11-100 are in dsbtns.fox. Each button has two shapes--the first is unclicked, as it appears on your screen normally, while the second is how it appears when you're clicking down on it. Just nab one or both of those files from your default patch folder and patch over the buttons. :)

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PostSubject: Re: Curious about the open rp bits   Mon Sep 20, 2010 10:22 pm

Okay I will try that then. XD I am still going to be treding carefuly.
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