Difference between revisions of "Script: Butte"
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> Q46W; <span style="color:#0000FF">m...") |
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<span style="color:#0000FF">else</span> | <span style="color:#0000FF">else</span> | ||
{ | { | ||
− | Q4Q1 = [[ | + | Q4Q1 = [[Engine Function:_teleport|<span style="color:#FF0000;font-weight:bold">teleport</span>]](Q45X, [[Engine Function:_getLocation|<span style="color:#FF0000;font-weight:bold">getLocation</span>]](this)); |
Q5SV = Q45X; | Q5SV = Q45X; | ||
} | } |
Revision as of 07:25, 19 October 2018
inherits sndfx;
member int Q46W; member int Q46V; member int Q46U; member int Q46T; member obj Q4FQ; member int Q4WC; member int Q57G; member obj Q5SV; member int Q5OJ;
trigger creation { Q46W = 0x00; Q46V = 0x00; Q46U = 0x00; Q46T = 0x00; Q4FQ = NULL(); Q5OJ = 0x00; return (0x01); }
trigger lookedat { if (Q5OJ) { bark(this, "an archery butte (score:" + Q5OJ + ")"); return (0x00); } return (0x01); }
trigger ooruse { if (isDead(user)) { barkTo(user, user, "You're a ghost, and can't do that."); return (0x01); } int Q49D = getObjType(this); loc there = getLocation(this); loc Q4VS = getLocation(user); faceHere(user, getDirectionInternal(Q4VS, there)); if (Q4FQ != NULL()) { barkTo(user, user, "Wait until it's clear!"); return (0x01); } if (getDistanceInTiles(getLocation(user), getLocation(this)) == 0x01) { list Q4QJ; getObjectsInRangeWithFlags(Q4QJ, getLocation(this), 0x00, 0x0800); int Q5E0 = 0x00; for(int i = 0x00; i < numInList(Q4QJ); i++) { if (getZ(getLocation(Q4QJ[i])) == getZ(getLocation(this))) { int Q4Q1 = putObjContainer(Q4QJ[i], getBackpack(user)); Q5E0++; } } Q46W = 0x00; Q46V = 0x00; Q46U = 0x00; Q46T = 0x00; Q5OJ = 0x00; if (Q5E0 > 0x00) { ebarkTo(user, user, "You gather the arrows and bolts."); return (0x01); } } int Q56E; int Q476; list Q5TL; obj weapon = getWeapon(user); if (!isRanged(weapon)) { barkTo(this, user, "You must practice with ranged weapons on this."); return (0x01); } int Q688 = getObjType(weapon); int Q57N; obj Q45X = NULL(); Q4WC = 0x0234; if (Q688 == 0x13B1) { Q57G = 0x0238; Q57N = 0x0F42; Q45X = mobileContainsObjType(user, 0x0F3F); } if (Q688 == 0x13B2) { Q57G = 0x0238; Q57N = 0x0F42; Q45X = mobileContainsObjType(user, 0x0F3F); } if (Q688 == 0x0F4F) { Q57G = 0x0239; Q57N = 0x1BFE; Q45X = mobileContainsObjType(user, 0x0F3F); } if (Q688 == 0x0F50) { Q57G = 0x0239; Q57N = 0x1BFE; Q45X = mobileContainsObjType(user, 0x1BFB); } if (Q688 == 0x13FC) { Q57G = 0x023A; Q57N = 0x1BFE; Q45X = mobileContainsObjType(user, 0x1BFB); } if (Q688 == 0x13FD) { Q57G = 0x023A; Q57N = 0x1BFE; Q45X = mobileContainsObjType(user, 0x1BFB); } if (Q45X == NULL()) { if (Q57N == 0x0F42) { ebarkTo(user, user, "You do not have any arrows with which to practice."); } else { ebarkTo(user, user, "You do not have any crossbow bolts with which to practice."); } return (0x01); } string Q57I; int Q5IW = getX(Q4VS); int Q5IX = getY(Q4VS); int Q49E = getX(there); int Q49F = getY(there); if (Q49D == 0x100A) { if (Q5IW < Q49E) { ebarkTo(user, user, "You would do better to stand in front of the archery butte."); return (0x01); } if (Q5IX != Q49F) { ebarkTo(user, user, "You aren't properly lined up with the archery butte to get an accurate shot."); return (0x01); } if ((Q5IW - Q49E) > 0x06) { ebarkTo(user, user, "You are too far away from the archery butte to get an accurate shot."); return (0x01); } if ((Q5IW - Q49E) < 0x05) { ebarkTo(user, user, "You are too close to the target."); return (0x01); } } if (Q49D == 0x100B) { if (Q5IX < Q49F) { ebarkTo(user, user, "You would do better to stand in front of the archery butte."); return (0x01); } if (Q5IW != Q49E) { ebarkTo(user, user, "You aren't properly lined up with the archery butte to get an accurate shot."); return (0x01); } if ((Q5IX - Q49F) > 0x06) { ebarkTo(user, user, "You are too far away from the archery butte to get an accurate shot."); return (0x01); } if ((Q5IX - Q49F) < 0x05) { ebarkTo(user, user, "You are too close to the target."); return (0x01); } } if (getItemAtSlot(user, 0x19) != NULL()) { Q56E = 0x05; Q476 = 0x1B; } else { Q476 = 0x12; } if (!isHuman(user)) { Q56E = 0x04; Q476 = random(0x04, 0x06); } animateMobile(user, Q476, Q56E, 0x01, 0x00, 0x00); doMissile_Mob2Loc(user, there, Q57N, 0x05, 0x00, 0x00); Q4FQ = user; callback(this, 0x01, 0x19); if (getQuantity(Q45X) > 0x01) { Q5SV = createNoResObjectAt(getObjType(Q45X), getLocation(this)); transferGeneric(Q5SV, Q45X, 0x01); } else { Q4Q1 = teleport(Q45X, getLocation(this)); Q5SV = Q45X; } return (0x00); }
trigger callback(0x19) { obj user = Q4FQ; Q4FQ = NULL(); int Q57K = Q4WC; int Q493 = 0x00; string Q57I; if (getObjType(Q5SV) == 0x0F3F) { Q57I = "arrow"; } else { Q57I = "bolt"; } int success = testAndLearnSkill(user, 0x1F, 0x00, 0x32); if (success <= 0x00) { ebarkTo(this, user, "You miss the target altogether."); Q57K = Q57G; } else { string Q4W9; int Q68K = random(0x00, 0x09C4 - success) / 0xC8; switch (Q68K) { case 0x00 Q4W9 = "bullseye!"; if (random(0x00, 0x0A) < Q46T) { Q493 = 0x01; Q5OJ = Q5OJ + 0x64; } else { Q46T++; Q5OJ = Q5OJ + 0x32; } break; case 0x01 case 0x02 case 0x03 Q4W9 = "inner ring!"; if (random(0x00, 0x0A) < Q46U) { Q493 = 0x01; Q5OJ = Q5OJ + 0x1E; } else { Q46V++; Q5OJ = Q5OJ + 0x0A; } break; case 0x04 case 0x05 case 0x06 case 0x07 case 0x08 Q4W9 = "middle ring."; if (random(0x00, 0x0A) < Q46V) { Q493 = 0x01; Q5OJ = Q5OJ + 0x0F; } else { Q46V++; Q5OJ = Q5OJ + 0x05; } break; default Q4W9 = "outer ring."; if (random(0x00, 0x0A) < Q46W) { Q493 = 0x01; Q5OJ = Q5OJ + 0x05; } else { Q46W++; Q5OJ = Q5OJ + 0x02; } break; } if (Q493) { deleteObject(Q5SV); barkTo(this, user, "Your " + Q57I + " robinhoods another in the " + Q4W9); } else { barkTo(this, user, "You hit the " + Q4W9); } } sfx(getLocation(this), Q57K, 0x00); return (0x01); }