Home ] Up ] 

Ok, here we go, something of a better explaination, I'll try to explain each set of steps individually, and how to use them together.
Something else to take into consideration, I got several patches which use the steps, and in some, the NESW is first, others it's the NWSE.
This explaination assumes that shape 0 is the latter, NWSE.

DSPK V02.00 Furcadia

(0:0) When everything is starting up,
    (5:300) set variable %systemreset to the value 0.
* // Object 2401 to the left.

* // because of the different patches I've done with these steps, I've found it necessary to put the objects in as variables.
* // hence this.

(0:100) When 1 seconds have passed, offset by 0,
 (1:200) and variable %systemreset is equal to 0.
    (5:300) set variable %systemreset to the value 1.
    (5:300) set variable %StepNWSE1 to the value 2400.
    (5:300) set variable %StepNWSE2 to the value 2402.
    (5:300) set variable %StepNESW1 to the value 2401.
    (5:300) set variable %StepNESW2 to the value 2403.
* // end initialization

* // catch floor(any) or normal NE-SW down to normal NE-SW down
* // you can see how the floor tiles are supposed to be laid out for this to work.
* // assuming SW corner is tile 1, stairs is on tile 2, if the furre can walk into tile 3,
* // the DS never gets triggered.

(0:62) When a furre moves southwest,
 (1:56) and 2 step(s) SW & 1 step(s) SE from the triggering furre is object %StepNESW1,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 2 step(s) SW & 1 step(s) SE if there's nobody already there.

* // catch move up off normal NE-SW up
* // again, assuming the NE corner is tile 1, tile 2 is the "head" of the stairs, if the furre can walk into tile 3,
* // the DS never gets triggered.

(0:60) When a furre moves northeast,
 (1:18) and they (moved from/are standing at) object type %StepNESW1,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:84) move any furre present 2 step(s) NE & 1 step(s) NW if there's nobody already there.

Now we use both sets of steps There's nothing different about the shape,
except that the furre position is MUCH higher on this shape.
While one can use just the "low" set of steps to go up one "floor",
because each set goes up 1/2 a floor, by using bot sets,
one gets the satisfaction of watching the furre climb the steps to the second floor,
even if the end result is teleportation to another part of the map.

* // catch elevated NE-SW down to elevated NE-SW down.
* // when building this code, I found it necessary to construct it like this for trigger order.
* // this catches the pattern to the left, if the furre was on the upper set of steps,
* // and traveling down to the lower set.
* // Note that there is no set of "lower" (blue) steps, this is strictly an "upper" job.

(0:62) When a furre moves southwest,
 (1:56) and 2 step(s) SW & 1 step(s) SE from the triggering furre is object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 2 step(s) SW & 1 step(s) SE if there's nobody already there.

* // catch entry to elevated NE-SW down from floor(any) or from normal NE-SW down

(0:62) When a furre moves southwest,
 (1:56) and 3 step(s) SW & 2 step(s) SE from the triggering furre is object %StepNESW2,
    (5:350) set variable %WellDnAt to the X,Y position the triggering furre (moved from/is standing at).
(3:2) at position (%WellDnAt) on the map,
    (5:86) move any furre present 3 step(s) SW & 2 step(s) SE if there's nobody already there.

Something very important to note about using this DS and the steps,
the furre WALKS from a "lower" (blue) steps to a "upper" (red) steps,
and likewise from a "upper" (red) steps to a "lower" (blue) steps.

The DS is for moving furre's between the various combinations of steps and floors.
Like any teleporting DS, it does not work if the step is sitting over no-walk floor,
the steps must be over walkable floor.

Likewise, the floor in "front" of the steps must be no-walk,
for the furre cannot be allowed to move, otherwise the (3:2) fails.

* // end short stairs

Couple more example layouts:

P.S. I credit jh'Scrud for giving me the initial DS used to create this effect.