Difference between revisions of "Script: Tutsage"
From Ultima Online: The Second Age
(Created page with " <span style="color:#0000FF">inherits</span> tilesets; <span style="color:#0000FF">trigger</span> creation { <span style="color:#0000FF">member</span> <span style="c...") |
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<span style="color:#0000FF">if</span> (!Q4Q1) | <span style="color:#0000FF">if</span> (!Q4Q1) | ||
{ | { | ||
− | Q4Q1 = [[ | + | Q4Q1 = [[Engine Function:_teleport|<span style="color:#FF0000;font-weight:bold">teleport</span>]](givenobj, [[Engine Function:_getLocation|<span style="color:#FF0000;font-weight:bold">getLocation</span>]](this)); |
[[Engine Function:_ebark|<span style="color:#FF0000;font-weight:bold">ebark</span>]](this, <span style="color:#800000">"Oops, I dropped it."</span>); | [[Engine Function:_ebark|<span style="color:#FF0000;font-weight:bold">ebark</span>]](this, <span style="color:#800000">"Oops, I dropped it."</span>); | ||
} | } | ||
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<span style="color:#0000FF">if</span> (!Q4Q1) | <span style="color:#0000FF">if</span> (!Q4Q1) | ||
{ | { | ||
− | Q4Q1 = [[ | + | Q4Q1 = [[Engine Function:_teleport|<span style="color:#FF0000;font-weight:bold">teleport</span>]](givenobj, [[Engine Function:_getLocation|<span style="color:#FF0000;font-weight:bold">getLocation</span>]](this)); |
[[Engine Function:_ebark|<span style="color:#FF0000;font-weight:bold">ebark</span>]](this, <span style="color:#800000">"Oops, I dropped it."</span>); | [[Engine Function:_ebark|<span style="color:#FF0000;font-weight:bold">ebark</span>]](this, <span style="color:#800000">"Oops, I dropped it."</span>); | ||
} | } |
Latest revision as of 06:52, 19 October 2018
inherits tilesets;
trigger creation { member int Q56Y = 0x00; member int Q6A6 = 0x00; member int Q6A7 = 0x00; member int Q6A8 = 0x00; member int Q6A9 = 0x00; member obj sword; return (0x01); }
trigger enterrange(0x05) { if (isPlayer(target)) { list args = 0x03; multimessage(target, "foundme", args); if (Q6A8) { ebark(this, "It is good to have you back sir, but I have done all I can for thee, it is now up to you to save our village."); return (0x01); } if (Q6A6) { ebark(this, "Hello again! Have you found a smith's hammer for me yet? I can't make that sword without it!"); return (0x01); } if (Q6A7) { ebark(this, "Greetings my friend, have you brought me a longsword?"); return (0x01); } if (Q56Y) { ebark(this, "Greetings again, sir. Have you had any luck on your quest?"); return (0x01); } bark(this, "Ah, a guest in my home, greetings my friend!"); Q56Y = 0x01; return (0x01); } return (0x01); }
trigger speech("*") { if (!isPlayer(speaker)) { return (0x00); } list args = 0x03; list text; string Q698; split(text, arg); for(int i = 0x00; i < numInList(text); i++) { Q698 = text[i]; if ((Q698 == "dragon") || (Q698 == "slay")) { if (Q6A6) { message(speaker, "hammerquest", args); ebark(this, "The dragon won't be a problem after I make you an enchanted sword, but I need a smith's hammer to do so."); return (0x00); } if (Q6A7) { message(speaker, "swordquest", args); ebark(this, "The dragon won't be a problem after I make you an enchanted sword, but I need an ordinary longsword to do so."); return (0x00); } if (Q6A8) { ebark(this, "With the sword I gave you, you should be able to kill the dragon, perhaps in a single blow!"); return (0x00); } ebark(this, "Ahh, a young dragonslayer are you? Well you will need help. Bring me a smith's hammer, and I can make you an enchanted sword to slay the beast with!"); message(speaker, "hammerquest", args); Q6A6 = 0x01; Q6A7 = 0x01; Q6A9 = 0x01; return (0x00); } if (Q698 == "hammer") { ebark(this, "You should be able to get a smith's hammer from the blacksmith in town for a modest price."); return (0x00); } if ((Q698 == "sword") || (Q698 == "longsword")) { ebark(this, "You should be able to get a longsword from the blacksmith in town for a modest price."); return (0x00); } if (Q698 == "quest") { ebark(this, "Well, if you got bored, you could always go slay that cursed dragon!"); return (0x00); } if ((Q698 == "help") || (Q698 == "assistance")) { if (Q6A6) { ebark(this, "You should be able to get a smith's hammer from the blacksmith in town for a modest price."); return (0x00); } if (Q6A7) { ebark(this, "You should be able to get a longsword from the blacksmith in town for a modest price."); return (0x00); } if (Q6A8) { ebark(this, "The sword I gave you is all the help I can render you."); return (0x00); } ebark(this, "What was it you needed help with?"); return (0x00); } if ((Q698 == "sword") || (Q698 == "glass") || (Q698 == "enchanted") || (Q698 == "longsword")) { if (Q6A6) { ebark(this, "Given a smith's hammer and an ordinary longsword, I can make an enchanted sword!"); return (0x00); } if (Q6A7) { ebark(this, "I'll need a regular longsword to make an enchanted sword of."); return (0x00); } if (Q6A8) { ebark(this, "That sword does potent damage, but has very limited use."); return (0x00); } ebark(this, "I can make an enchanted sword, but I'll need a smith's hammer and an ordinary longsword to do so."); return (0x00); Q6A6 = 0x01; Q6A7 = 0x01; Q6A9 = 0x01; return (0x00); } } return (0x01); }
trigger give { int Q5F8; Q5F8 = getObjType(givenobj); int Q4Q1; int Q527; obj where; list args; if ((Q5F8 == 0x0FB4) || (Q5F8 == 0x0FB5) || (Q5F8 == 0x13E3) || (Q5F8 == 0x13E4)) { if (Q6A8) { ebark(this, "I have already made you a glass sword, that is all I can do for you."); return (0x01); } if (Q6A6) { if (Q6A9) { Q6A6 = 0x00; } Q4Q1 = putObjContainer(givenobj, this); if (!Q4Q1) { Q4Q1 = teleport(givenobj, getLocation(this)); ebark(this, "Oops, I dropped it."); } if (Q6A7) { ebark(this, "Yes, with this I can make you an enchanted sword to slay the dragon with! All I need now is your longsword... you do have one don't you?"); multimessage(giver, "swordquest", args); } } if ((!Q6A6) && (!Q6A7) && Q6A9) { ebark(this, "Good, now I will make your glass sword. Remember you can only use it once, and I can not make another!"); attachScript(sword, "glasssword"); sfx(getLocation(this), 0x3E, 0x3E); systemMessage(giver, "The sage chants for a moment, and hits your longsword with the hammer shattering the steel and revealing a blade of glass!"); where = giveItem(giver, sword); message(giver, "givenglass", args); Q6A8 = 0x01; } return (0x00); } if (((Q5F8 > 0x0F5D) && (Q5F8 < 0x0F62)) || ((Q5F8 > 0x13B6) && (Q5F8 < 0x13BB))) { if (Q6A8) { ebark(this, "I have already made you a glass sword, that is all I can do for you."); return (0x01); } if (Q6A7) { if (Q6A9) { Q6A7 = 0x00; } Q4Q1 = putObjContainer(givenobj, this); if (!Q4Q1) { Q4Q1 = teleport(givenobj, getLocation(this)); ebark(this, "Oops, I dropped it."); } sword = givenobj; if (Q6A6) { ebark(this, "I can make an enchanted sword from this, but I still need a hammer."); message(giver, "hammerquest", args); } } if ((!Q6A6) && (!Q6A7) && Q6A9) { ebark(this, "Good, now I will make your glass sword. Remember you can only use it once, and I can not make another!"); attachScript(sword, "glasssword"); sfx(getLocation(this), 0x3E, 0x3E); systemMessage(giver, "The sage chants for a moment, and hits your longsword with the hammer shattering the steel and revealing a blade of glass!"); where = giveItem(giver, sword); message(giver, "givenglass", args); Q6A8 = 0x01; } return (0x00); } return (0x01); }