Difference between revisions of "Script: Dragonai"
From Ultima Online: The Second Age
(Created page with " <span style="color:#0000FF">inherits</span> spelskil; <span style="color:#0000FF">member</span> <span style="color:#0000FF">obj</span> dragon; <span style="color:#0000...") |
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Line 73: | Line 73: | ||
<span style="color:#0000FF">if</span> (Q4AY > 0x21) | <span style="color:#0000FF">if</span> (Q4AY > 0x21) | ||
{ | { | ||
− | [[ | + | [[Engine Function:_doMissile_Loc2Mob|<span style="color:#FF0000;font-weight:bold">doMissile_Loc2Mob</span>]](Q4VS, victim, 0x36D4, 0x05, 0x00, 0x01); |
} | } | ||
<span style="color:#0000FF">else</span> | <span style="color:#0000FF">else</span> | ||
Line 80: | Line 80: | ||
<span style="color:#0000FF">int</span> Q5CG = [[Engine Function:_getZ|<span style="color:#FF0000;font-weight:bold">getZ</span>]](there) + 0x06; | <span style="color:#0000FF">int</span> Q5CG = [[Engine Function:_getZ|<span style="color:#FF0000;font-weight:bold">getZ</span>]](there) + 0x06; | ||
[[Engine Function:_setZ|<span style="color:#FF0000;font-weight:bold">setZ</span>]](there, Q5CG); | [[Engine Function:_setZ|<span style="color:#FF0000;font-weight:bold">setZ</span>]](there, Q5CG); | ||
− | [[ | + | [[Engine Function:_doMissile_Loc2Loc|<span style="color:#FF0000;font-weight:bold">doMissile_Loc2Loc</span>]](Q4VS, there, 0x36D4, 0x05, 0x00, 0x01); |
} | } | ||
Q57H = damage; | Q57H = damage; |
Latest revision as of 15:18, 19 October 2018
inherits spelskil;
member obj dragon; member obj victim; member loc Q4VS; member loc there; member int Q494; member int Q4DJ; member int Q49P; member int Q421; member int Q420; member int Q57H; member obj Q57M;
forward void Q45M(obj me, int Q4OS);
function void Q41B(obj me) { int time = random(Q421, Q420); callback(me, time, 0x65); return (); }
trigger creation { Q494 = 0x00; Q4DJ = 0x00; Q49P = 0x01; Q421 = 0x07; Q420 = 0x0E; Q41B(this); return (0x01); }
function int Q41E(obj me, obj target) { animateMobile(me, 0x0C, 0x05, 0x01, 0x00, 0x00); sfx(Q4VS, 0x016A, 0x00); Q494 = 0x01; shortcallback(me, 0x04, 0x2F); return (0x01); }
function int Q41F(obj me, obj target) { if ((Q494 == 0x00) && (Q49P == 0x01)) { victim = target; there = getLocation(victim); Q4VS = getLocation(me); if ((!isDead(victim)) && (canSeeLoc(me, there) == 0x01)) { disableBehaviors(me); faceHere(me, getDirectionInternal(Q4VS, there)); Q41E(me, target); Q49P = 0x00; int time = random(Q421, Q420); callback(me, time, 0x64); return (0x01); } } return (0x00); }
trigger callback(0x2F) { int damage = (getCurHP(this) / 0x0A); int Q4OS = getFacing(this); Q45M(this, Q4OS); if (Q4DJ == 0x00) { int Q4AY = random(0x01, 0x64); if (Q4AY > 0x21) { doMissile_Loc2Mob(Q4VS, victim, 0x36D4, 0x05, 0x00, 0x01); } else { loc there = getLocation(victim); int Q5CG = getZ(there) + 0x06; setZ(there, Q5CG); doMissile_Loc2Loc(Q4VS, there, 0x36D4, 0x05, 0x00, 0x01); } Q57H = damage; callback(this, 0x01, 0x19); } else { enableBehaviors(this); doDamageType(this, victim, damage, 0x04); scriptTrig(Q57M, 0x07, this); Q494 = 0x00; Q4DJ = 0x00; } sfx(Q4VS, 0x015E, 0x00); return (0x00); }
trigger callback(0x19) { enableBehaviors(this); doDamageType(this, victim, Q57H, 0x04); scriptTrig(victim, 0x07, this); Q494 = 0x00; return (0x00); }
function void Q45M(obj me, int Q4OS) { Q4VS = getLocation(me); switch (Q4OS) { case 0x00 setY(Q4VS, getY(Q4VS) - 0x03) setZ(Q4VS, getZ(Q4VS) + 0x0C) break; case 0x01 setX(Q4VS, getX(Q4VS) + 0x02); setY(Q4VS, getY(Q4VS) - 0x01); setZ(Q4VS, getZ(Q4VS) + 0x14) break; case 0x02 setX(Q4VS, getX(Q4VS) + 0x03); setZ(Q4VS, getZ(Q4VS) + 0x17) break; case 0x03 break; case 0x04 setX(Q4VS, getX(Q4VS) - 0x01); setY(Q4VS, getY(Q4VS) + 0x02); setZ(Q4VS, getZ(Q4VS) + 0x08) break; case 0x05 setX(Q4VS, getX(Q4VS) - 0x02); setY(Q4VS, getY(Q4VS) + 0x01); setZ(Q4VS, getZ(Q4VS) + 0x07) break; case 0x06 setX(Q4VS, getX(Q4VS) - 0x02); setZ(Q4VS, getZ(Q4VS) + 0x0A) break; case 0x07 setZ(Q4VS, getZ(Q4VS) + 0x14) break; default break; } return (); }
trigger enterrange(0x08) { if (containedBy(this) == NULL()) { if (areBehaviorsEnabled(this)) { if (isHuman(target)) { if (!isDead(target)) { attack(this, target); } } } } return (0x01); }
trigger callback(0x64) { Q49P = 0x01; return (0x01); }
trigger callback(0x65) { Q41B(this); if (containedBy(this) == NULL()) { if (getNumTargets(this) > 0x00) { obj target = getFirstVisableTargetInRange(this, 0x09); if (target != NULL()) { Q41F(this, target); } } } return (0x01); }