Difference between revisions of "Script: Guard"
From Ultima Online: The Second Age
(Created page with " <span style="color:#0000FF">inherits</span> housestuff; <span style="color:#0000FF">trigger</span> creation { <span style="color:#0000FF">member</span> <span style=...") |
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{ | { | ||
<span style="color:#0000FF">case</span> 0x01 | <span style="color:#0000FF">case</span> 0x01 | ||
− | <span style="color:#0000FF">if</span> ([[Engine Function:_hasObjVar|<span style="color:#FF0000;font-weight:bold">hasObjVar</span>]](this, <span style="color:#800000">" | + | <span style="color:#0000FF">if</span> ([[Engine Function:_hasObjVar|<span style="color:#FF0000;font-weight:bold">hasObjVar</span>]](this, <span style="color:#800000">"isPet"</span>)) |
{ | { | ||
<span style="color:#0000FF">string</span> Q44N; | <span style="color:#0000FF">string</span> Q44N; |
Latest revision as of 00:45, 21 October 2018
inherits housestuff;
trigger creation { member int guardFromUse = 0x01; if (hasObjVar(this, "guardFromUse")) { guardFromUse = getObjVar(this, "guardFromUse"); if (0x00) { bark(this, "Getting guard from use behavior."); } } member int guardFromProximity = 0x01; if (hasObjVar(this, "guardFromProximity")) { guardFromProximity = getObjVar(this, "guardFromProximity"); if (0x00) { bark(this, "Getting guard from proximity behavior."); } } member int guardFromAttack = 0x01; if (hasObjVar(this, "guardFromAttack")) { guardFromAttack = getObjVar(this, "guardFromAttack"); if (0x00) { bark(this, "Getting guard from attack behavior."); } } member int myGuardReaction = 0x01; if (hasObjVar(this, "myGuardReaction")) { myGuardReaction = getObjVar(this, "myGuardReaction"); if (0x00) { bark(this, "Getting guard reaction."); } } member int myPatrolDistance = 0x1E; if (hasObjVar(this, "myPatrolDistance")) { myPatrolDistance = getObjVar(this, "myPatrolDistance"); if (0x00) { bark(this, "Getting patrol distance."); } } member list guardList; member list Q5HE; member int Q68M; return (0x01); }
trigger objectloaded { int num = Q5MA(guardList); return (0x01); }
function void Q4UH(obj Q4UI, obj Q607) { if (!isValid(Q4UI)) { return (); } if (isInContainer(Q4UI)) { bark(Q4UI, "This is in a container and cannot be guarded."); return (); } list Q517; if (!isInList(guardList, Q4UI)) { appendToList(guardList, Q4UI); } attachScript(Q4UI, "guarded"); if (hasObjVar(Q4UI, "myGuards")) { getObjListVar(Q517, Q4UI, "myGuards"); } if (!isInList(Q517, Q607)) { appendToList(Q517, Q607); } setObjVar(Q4UI, "myGuards", Q517); if (0x00) { bark(Q4UI, "I am now guarded."); } return; }
function void Q5WC(obj Q4IO) { detachScript(Q4IO, "guarded"); while(isInList(guardList, Q4IO)) { if (0x00) { bark(Q4IO, "I am not guarded anymore."); } removeSpecificItem(guardList, Q4IO); } return; }
trigger callback(0x52) { int Q65N = 0x00; if (!hasObjVar(this, "guardedObjectOffender")) { return (0x00); } if (!hasObjVar(this, "guardedObjectComplaint")) { return (0x00); } if (!hasObjVar(this, "guardedObjectSecond")) { return (0x00); } if (!hasObjVar(this, "guardedObjectSender")) { return (0x00); } obj Q5ZR = getObjVar(this, "guardedObjectOffender"); int Q615 = getObjVar(this, "guardedObjectComplaint"); obj corpse = getObjVar(this, "guardedObjectSecond"); obj sender = getObjVar(this, "guardedObjectSender"); removeObjVar(this, "guardedObjectOffender"); removeObjVar(this, "guardedObjectComplaint"); removeObjVar(this, "guardedObjectSecond"); removeObjVar(this, "guardedObjectSender"); if (Q5ZR == this) { return (0x01); } if (hasObjListVar(this, "myBoss")) { list Q53J; getObjListVar(Q53J, this, "myBoss"); obj Q5ZV; for(int i = 0x00; i < numInList(Q53J); i++) { Q5ZV = Q53J[i]; if (Q5ZV == Q5ZR) { if (0x00) { bark(this, "My boss breached guard, so I don't care."); } return (0x01); } } } if (0x00) { string Q4TO = Q615; bark(this, Q4TO); } int Q4YQ = 0x00; switch (Q615) { case 0x00 if (0x00) { bark(this, "Guarding from use."); } if (guardFromUse == 0x01) { Q65N = 0x01; } if (corpse != NULL()) { if (0x00) { bark(this, "Violated my owner's corpse!"); } Q4YQ = 0x01; } setCriminal(Q5ZR, 0x01E0); break; case 0x01 if (0x00) { bark(this, "Guarding from proximity!"); } if (guardFromProximity == 0x01) { Q65N = 0x01; } break; case 0x02 if (0x00) { bark(this, "Guarding from attack or theft!"); } if (guardFromAttack == 0x01) { Q65N = 0x01; } Q4YQ = 0x01; break; case 0x03 Q5WC(sender); stopFollowing(this); Q4UH(corpse, this); if (0x00) { bark(this, "My guarded mobile died, so I am guarding its corpse!"); } break; default if (0x00) { bark(this, "Fell through to default type!"); } Q65N = 0x00; break; } int Q4MW; if (isMobile(sender) && Q4YQ) { Q65N = 0x01; Q4MW = 0x01; } if (Q4YQ) { Q65N = 0x01; Q4MW = 0x01; } if (!Q65N) { return (0x00); } if (!canSeeObj(this, sender)) { if (0x00) { bark(this, "Cannot see the guarded object."); } return (0x00); } if (!isInList(guardList, sender)) { if (0x00) { bark(this, "Not an object in my guardList."); } return (0x00); } int Q60U = myGuardReaction; if (Q4MW) { if (0x00) { bark(this, "Attack override!"); } Q60U = 0x03; } switch (Q60U) { case 0x01 if (hasObjVar(this, "isPet")) { string Q44N; Q44N = getName(this) + " looks somewhat annoyed." ); bark(this, Q44N); } else { bark(this, "Please leave that alone."); } break; case 0x02 loc Q47H = getLocation(Q5ZR); loc Q48C = interpose(Q47H, getLocation(sender)); if (0x00) { bark(this, "Interposing myself!"); } walkTo(this, Q48C, 0x02); break; case 0x03 if (0x00) { bark(this, "Attacking the interloper!"); } attack(this, Q5ZR); break; default if (0x00) { bark(this, "Couldn't interpret a guard reaction."); } return (0x00); } return (0x00); }
trigger pathfound(0x02) { if (0x00) { bark(this, "I am interposed!"); } return (0x00); }
trigger pathnotfound(0x02) { if (0x00) { bark(this, "Can't get a path to interpose."); } return (0x00); }
function void Q4UG(loc Q5IM, obj this) { walkTo(this, Q5IM, 0x03); obj Q5BR = createNoResObjectAt(0x01, Q5IM); Q4UH(Q5BR, this); return; }
trigger pathfound(0x03) { if (0x00) { bark(this, "Moved to place to guard."); } return (0x00); }
trigger pathnotfound(0x03) { if (0x00) { bark(this, "I can't get to that place to guard it effectively."); } return (0x00); }
function void Q5WB(loc Q5IM) { int Q4QI = 0x00; for(int Q4Z9 = 0x00; Q4Z9 < numInList(guardList); Q4Z9 = Q4Z9 + 0x01) { obj Q5FX; Q5FX = guardList[Q4Z9]; loc Q62H = getLocation(Q5FX); if (Q62H == Q5IM) { Q4QI = 0x01; break; } } if (!Q4QI) { return; } Q5WC(Q5FX); deleteObject(Q5FX); return; }
function void Q66D() { for(int Q4BA = 0x00; Q4BA < numInList(guardList); Q4BA = Q4BA + 0x01) { if (!isValid(guardList[Q4BA])) { Q5WC(guardList[Q4BA]); } } return; }
function void Q66H(obj this) { debugMessage("starting update of patrol path"); list Q5C6; int Q45I = 0x01; for(int Q4BA = 0x00; Q4BA < numInList(guardList); Q4BA = Q4BA + 0x01) { obj Q4UJ; loc Q5VD = getLocation(Q4UJ); Q4UJ = guardList[Q4BA]; Q45I = 0x01; int Q4IL = getDistanceInTiles(getLocation(this), Q5VD); if (Q4IL > myPatrolDistance) { if (!isMobile(Q4UJ)) { Q5WC(Q4UJ); } Q45I = 0x00; } if (Q45I) { appendToList(Q5C6, Q4UJ); } } copyList(Q5HE, Q5C6); return; }
function void Q5HF(obj this) { int myPatrolDelay = 0x1E; if (hasObjVar(this, "myPatrolDelay")) { myPatrolDelay = getObjVar(this, "myPatrolDelay"); } Q66H(this); if (Q68M == numInList(Q5HE)) { Q68M = 0x00; } if (numInList(Q5HE) < 0x01) { debugMessage("I have nothing in my list of items to patrol."); return (); } loc where = getLocation(Q5HE[Q68M]) ); if (0x00) { bark(this, "Walking to next patrol point."); } walkTo(this, where, 0x04); Q68M++; int Q5SZ = 0x01; if (hasObjVar(this, "continuePatrol")) { Q5SZ = getObjVar(this, "continuePatrol"); } if (Q5SZ == 0x01) { callBack(this, myPatrolDelay, 0x17); } return; }
trigger callback(0x17) { Q5HF(this); return (0x01); }
function int Q4ZW(obj Q5HY) { int Q5SZ = getObjVar(Q5HY, "continuePatrol"); if (Q5SZ == 0x01) { return (0x01); } return (0x00); }
trigger pathnotfound(0x04) { if (0x00) { bark(this, "COuld not reach next patrol point."); } return (0x00); }
trigger pathfound(0x04) { if (0x00) { bark(this, "At next patrol point."); } return (0x00); }
trigger foundfood { for(int Q4BA = 0x00; Q4BA < numInList(guardList); Q4BA = Q4BA + 0x01) { obj Q5Z4 = guardList[Q4BA]; if (target == Q5Z4) { if (0x00) { bark(target, "I'm guarded but my guard tried to eat me!"); } return (0x00); } } return (0x01); }
trigger callback(0x1A) { if (numInList(guardList) < 0x01) { return (0x00); } bark(this, "I am guarding the following:"); string Q44Q; for(int Q53X = 0x00; Q53X < numInList(guardList); Q53X++) { Q44Q = getName(guardList[Q53X]); if (Q44Q != "unused") { bark(this, Q44Q); } } return (0x00); }
function void Q4DG(obj this) { obj Q612; for(int i = 0x00; i < numInList(guardList); i++) { Q612 = guardList[i]; Q5WC(Q612); } return (); }