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James edited this page Jun 3, 2015 · 5 revisions

Missing(?) trigger numbers

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  • 5246343f336331ac1a003d74
  • 52463c4c336331e4220061e2
  • 52463c4e336331e4220061e3

Door trigger layout

door-panel(1)
	WHEN
		when <Door_panel(1)> is interacted with
	DO
		start conversation <Door_panel> with <Triggering> <Actor> <With> facing target
		<Enable> the Trigger <Door-Disable_test(1)>
		Send out the Game Event <Test>
		(int) g:Door_ID = 1

Door-Break 1
	WHEN
		DoorBreak
	IF
		if g:Door_ID === 1
	DO
		Send out the Game Event <Alarm>
		<bool> g:Door_1_Open = true

Door-Disable test (1)
	WHEN
		DoorPanelTest
	IF
		if g:SkillTest <= g:Custom_skill-Electronics>
	DO
		<disable> the Trigger <Door-Disable_test(1)>
		Display text <You rolled a> at screen position < 0.25 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
		Display text <g:SkillTest (as string)> at screen position < 0.29 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
		Set the <bool> Variable <g:Door_1_Open> to <true>
	ELSE
		<disable> the Trigger <Door-Disable_test(1)>
		Display text <You rolled a> at screen position < 0.25 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
		Display text <g:SkillTest (as string)> at screen position < 0.29 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
		Send out the Game Event <Alarm>

===

Matrix paydata layout

23 triggers per branch * 6 branches = 138 triggers+

System Data B-PayData
	When
		when <archived files (blue5)> is interacted with
	IF
		if <Shadowrun Unlimited-MatrixRunComplete> is <true>
	DO
		Send out the Game Event <Matrix Test>
		Send out the Game Event <MatrixData>
		(string) l:(IC Location> = "DS 2"
		Modify the Heat of Dimension <New Dimesion 1> by <1>
		SecurityTally += 1
		cause <1> <ap> damage to <single actor triggering actor> <with> a floatie.

MatrixDataTest (PayData)
	When
		MatrixData
	IF
		if <g:SkillTest> <= (Active actors current decking + g:DeckerTraining + g:ProgramRating-Browse )
	DO
		Play the sound <matrix GenericStart> with vlume of <1> and looping is <false>
		Send out the Game Event <PayDataStart>
		Display text <You rolled a> at screen position < 0.25 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
		Display text <g:SkillTest (as string)> at screen position < 0.29 0.17 > with the style <action text> and the color <0 1 0 0> for <4> seconds and fade for <3> seconds, delaying <0> seconds before displaying
	ELSE
		Send out the Game Event <MatrixTest>
		Send out the Game Event <MaskingTest>

PayData Start
	When
		PayDataStart
	IF
		if <g:Deck Storage FileCount> < 6
	DO
		Send out the Game Event <RandomData>
		g:Deck Storage FileCount += 1
	ELSE
		Display text (You can not have more than six PayData files in storage) over <triggering actor> with the style <GM Text> and the color <0 0 0 0> for <3> seconds and fade for <3> seconds, delaying <0> seconds before displaying

Random Data
	When
		Random Data
	DO
		set the (int) Variable <PayData> to (random int between <1> and <9>)
		Send out the Game Event <PayData>

Pay Data Storage Integrity (BLUE)
	When
		PayData
	IF
		If <Node Level> === "BLUE"
		If g:Deck_Storage_Used >= (g:Deck_total-Storage - 9)
	DO
		Display text (Your deck storage is full. Better unload some of your digital loot) of <last created persona> with the style <GM Text> and the color <0 0 0 0> for <3> seconds and fade for <3> seconds, delaying <0> seconds before displaying

Pay Data 1
	When
		PayData
	IF
		If PayData === 1
		If Node_Level === "BLUE"
		If g:Deck Storage Used <= (g:Deck_total_Storage - 10)
	DO
		Run <Pay Data 1 Integrity> <with> condition checking <without> current arguments, and <wait> until it finishes

Pay Data 1 Integrity
	IF
		If < Single Actor PC0 > <does not have> the item <Pay Data 1>
	DO
		g:Deck_Storage_Used += 10
		Add the item <Pay Data 1> to the inventory of < Single Actor PC0 >
		Set Screen Label <storage capacity> to display progress with <storage capacity> using (g:Deck_Storage_Used / 10) of (g:Deck_total_Storage / 10)
	ELSE
		Run <Pay Data 2 Integrity> <with> condition checking <without> current arguments, and <wait> until it finishes

###php conversion color

$parent_color="BLUE";
$parent_size=10;
$parent_ref="52d9e7603363312427001297";

$length=9
$loop=8;
$this_numstring=$hands[$loop][0];
$this_hand=$loop+1;
$this_dataIdRef=$hands[$loop][1];
$this_integrityIdRef=$hands[$loop][2];
$next_integrityIdRef=$hands[($loop+1)%$length][2];
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