Difference between revisions of "Script: Spiketrap"
From Ultima Online: The Second Age
(Created page with " <span style="color:#0000FF">inherits</span> sndfx; <span style="color:#0000FF">member</span> <span style="color:#0000FF">int</span> Q5XS; <span style="color:#0000FF">m...") |
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{ | { | ||
<span style="color:#0000FF">obj</span> victim = Q64R[i]; | <span style="color:#0000FF">obj</span> victim = Q64R[i]; | ||
− | [[Engine Function:_loseHP|<span style="color:#FF0000;font-weight:bold">loseHP</span>]](victim, [[ | + | [[Engine Function:_loseHP|<span style="color:#FF0000;font-weight:bold">loseHP</span>]](victim, [[Engine Function:_dice|<span style="color:#FF0000;font-weight:bold">dice</span>]](0x01, 0x06) * 0x06); |
} | } | ||
[[Engine Function:_shortcallback|<span style="color:#FF0000;font-weight:bold">shortcallback</span>]](this, 0x04, 0x23); | [[Engine Function:_shortcallback|<span style="color:#FF0000;font-weight:bold">shortcallback</span>]](this, 0x04, 0x23); |
Latest revision as of 21:22, 18 October 2018
inherits sndfx;
member int Q5XS; member int Q5V3; member loc Q68C; member loc Q5DE; member loc Q4VS;
trigger creation { setObjVar(this, "isTrapped", 0x01); Q4VS = getLocation(this); Q5V3 = getObjType(this); switch (Q5V3) { case 0x1108 Q68C = Q4VS; setX(Q68C, getX(Q4VS) + 0x01); break; case 0x111B Q5DE = Q4VS; setY(Q5DE, getY(Q4VS) + 0x01); break; } return (0x00); }
trigger message("activate") { Q5V3 = getObjType(this); Q5XS = 0x01; if (hasObjVar(this, "disarmed")) { switch (Q5V3) { case 0x1109 setType(this, 0x1108); break; case 0x111C setType(this, 0x111B); break; case 0x11A1 setType(this, 0x11A0); break; case 0x119B setType(this, 0x119A); break; default break; } callback(this, 0x64, 0x2F); } else { switch (Q5V3) { case 0x1108 doLocAnimation(Q4VS, 0x1109, 0x06, 0x0C, 0x00, 0x00); break; case 0x111B doLocAnimation(Q4VS, 0x111C, 0x06, 0x0C, 0x00, 0x00); break; case 0x11A0 doLocAnimation(Q4VS, 0x11A1, 0x06, 0x0C, 0x00, 0x00); break; case 0x119A doLocAnimation(Q4VS, 0x119B, 0x06, 0x0C, 0x00, 0x00); break; default break; } sfx(Q4VS, 0x022C, 0x00); list Q64R; getMobsInRange(Q64R, Q4VS, 0x01); int Q5E4 = numInList(Q64R); for(int i = 0x00; i < Q5E4; i++) { obj victim = Q64R[i]; loseHP(victim, dice(0x01, 0x06) * 0x06); } shortcallback(this, 0x04, 0x23); } return (0x00); }
trigger message("deactivate") { Q5V3 = getObjType(this); Q5XS = 0x00; switch (Q5V3) { case 0x1109 setType(this, 0x1108); break; case 0x110E setType(this, 0x1108); break; case 0x111C setType(this, 0x111B); break; case 0x1121 setType(this, 0x111B); break; case 0x11A1 setType(this, 0x11A0); break; case 0x11A5 setType(this, 0x11A0); break; case 0x119B setType(this, 0x119A); break; case 0x119F setType(this, 0x119A); break; default break; } return (0x00); }
trigger enterrange(0x00) { if (!hasObjVar(this, "disarmed")) { list args; message(this, "activate", args); } else { callback(this, 0x64, 0x2F); } return (0x01); }
trigger callback(0x23) { Q5V3 = getObjType(this); switch (Q5V3) { case 0x1108 case 0x1109 setType(this, 0x110E); break; case 0x111B case 0x111C setType(this, 0x1121); break; case 0x11A0 case 0x11A1 setType(this, 0x11A5); break; case 0x119A case 0x119B setType(this, 0x119F); break; default break; } setObjVar(this, "disarmed", 0x01); callback(this, 0x05, 0x24); return (0x00); }
trigger callback(0x24) { Q5V3 = getObjType(this); switch (Q5V3) { case 0x110E setType(this, 0x1108); doLocAnimation(Q4VS, 0x110D, 0x05, 0x09, 0x01, 0x00); break; case 0x1121 setType(this, 0x111B); doLocAnimation(Q4VS, 0x1120, 0x05, 0x09, 0x01, 0x00); break; case 0x11A5 setType(this, 0x11A0); doLocAnimation(Q4VS, 0x11A4, 0x05, 0x09, 0x01, 0x00); break; case 0x119F setType(this, 0x119A); doLocAnimation(Q4VS, 0x119E, 0x05, 0x09, 0x01, 0x00); break; default break; } removeObjVar(this, "disarmed"); return (0x00); }
trigger callback(0x2F) { if (hasObjVar(this, "disarmed")) { removeObjVar(this, "disarmed"); } return (0x00); }