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Visitor counter system which does not really require hard positions or much
in the way of knowledge of how variables work.
Complete system uses specific floors to locate the position where the
counters are. The
underlined
BOLD
number is the floors used by the
(5:512) command ,if you need to narrow it down because you use this floor
elsewhere in the dream,then use the (5:510) to restrict it to a specific
rectangle as I did below..
* // begin visitor
counter
* // emit location
(0:9)
When a furre arrives in the dream,
(5:300) set variable
%visitcarry
to the value
0.
(5:510) set variable
%visitplace
to the X,Y position of a random spot where the floor is type
175
within the rectangle
(170,
18) -
(190,
44),
(5:381) set variable
%visitcount
to the object type at
(%visitplace).
* // test for carry first, if nine, set carry
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
377,
(5:300) set variable
%visitcarry
to the value
1.
* // bump
(0:9)
When a furre arrives in the dream,
(5:302) take variable
%visitcount
and add
1
to
it.
* // test if was zero and now is 'one'
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
379,
(5:300) set variable
%visitcount
to the value
369.
* // put down new digit, bump location SW
(0:9)
When a furre arrives in the dream,
(5:41) place object type
%visitcount
at
(%visitplace).
(5:355) move the position in variable
%visitplace
northwest (up and left)
1
step(s).
(5:300) set variable
%visitfloat
to the value
0.
(5:300) set variable
%visitcount
to the value
0.
* // now test carry and see if we continue to visit
tens
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcarry
is equal to
1,
(5:300) set variable
%visitcarry
to the value
0.
(5:300) set variable
%visitfloat
to the value
1.
(5:381) set variable
%visitcount
to the object type at
(%visitplace).
* // test for carry first, if nine, set carry
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
377,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcarry
to the value
1.
* // bump
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:302) take variable
%visitcount
and add
1
to
it.
* // test if zero and now is 'one'
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
379,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcount
to the value
369.
* // put down new digit, bump location SW
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:41) place object type
%visitcount
at
(%visitplace).
(5:355) move the position in variable
%visitplace
northwest (up and left)
1
step(s).
(5:300) set variable
%visitfloat
to the value
0.
(5:300) set variable
%visitcount
to the value
0.
* // now test carry and see if we continue to visit
hundreds
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcarry
is equal to
1,
(5:300) set variable
%visitcarry
to the value
0.
(5:300) set variable
%visitfloat
to the value
1.
(5:381) set variable
%visitcount
to the object type at
(%visitplace).
* // test for carry first, if nine, set carry
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
377,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcarry
to the value
1.
* // bump
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:302) take variable
%visitcount
and add
1
to
it.
* // test if zero and now is 'one'
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
379,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcount
to the value
369.
* // put down new digit, bump location SW
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:41) place object type
%visitcount
at
(%visitplace).
(5:355) move the position in variable
%visitplace
northwest (up and left)
1
step(s).
(5:300) set variable
%visitfloat
to the value
0.
(5:300) set variable
%visitcount
to the value
0.
* // now test carry and see if we continue to visit
thousands
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcarry
is equal to
1,
(5:300) set variable
%visitcarry
to the value
0.
(5:300) set variable
%visitfloat
to the value
1.
(5:381) set variable
%visitcount
to the object type at
(%visitplace).
* // test for carry first, if nine, set carry
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
377,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcarry
to the value
1.
* // bump
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:302) take variable
%visitcount
and add
1
to
it.
* // test if zero and now is 'one'
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
379,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcount
to the value
369.
* // put down new digit, bump location SW
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:41) place object type
%visitcount
at
(%visitplace).
(5:355) move the position in variable
%visitplace
northwest (up and left)
1
step(s).
(5:300) set variable
%visitfloat
to the value
0.
(5:300) set variable
%visitcount
to the value
0.
* // now test carry and see if we continue to visit
ten k
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcarry
is equal to
1,
(5:300) set variable
%visitcarry
to the value
0.
(5:300) set variable
%visitfloat
to the value
1.
(5:381) set variable
%visitcount
to the object type at
(%visitplace).
* // test for carry first, if nine, set carry
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
377,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcarry
to the value
1.
* // bump
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:302) take variable
%visitcount
and add
1
to
it.
* // test if zero and now is 'one'
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitcount
is equal to
379,
(1:200) and variable
%visitfloat
is equal to
1,
(5:300) set variable
%visitcount
to the value
369.
* // put down new digit, bump location SW
(0:9)
When a furre arrives in the dream,
(1:200) and variable
%visitfloat
is equal to
1,
(5:41) place object type
%visitcount
at
(%visitplace).
(5:355) move the position in variable
%visitplace
northwest (up and left)
1
step(s).
(5:300) set variable
%visitfloat
to the value
0.
(5:300) set variable
%visitcount
to the value
0.
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