Script: Trap wall face

From Ultima Online: The Second Age
Revision as of 20:52, 18 October 2018 by Grimoric (talk | contribs)
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inherits sndfx;
member obj Q64Q;
trigger enterrange(0x00)
{
  if (isDead(target))
  {
    return (0x01);
  }
  Q64Q = target;
  list args;
  message(this, "activate", args);
  return (0x01);
}
trigger message("activate")
{
  int Q62A = getObjType(this);
  loc Q61U = getLocation(this);
  if (!hasObjVar(this, "disarmed"))
  {
    switch (Q62A)
    {
    case 0x10F5
      doLocAnimation(Q61U, 0x10F6, 0x09, 0x10, 0x00, 0x00);
      break;
    case 0x10FC
      doLocAnimation(Q61U, 0x10FD, 0x09, 0x10, 0x00, 0x00);
      break;
    case 0x110F
      doLocAnimation(Q61U, 0x1110, 0x09, 0x10, 0x00, 0x00);
      break;
    default
      break;
    }
    sfx(Q61U, 0x54, 0x05);
    shortCallback(this, 0x02, 0x2F);
  }
  return (0x01);
}
trigger callback(0x2F)
{
  loc Q61U = getLocation(this);
  list Q64R;
  getMobsInRange(Q64R, Q61U, 0x01);
  int Q5E4 = numInList(Q64R);
  for(int i = 0x00; i < Q5E4; i++)
  {
    int Q4GH = dice(0x03, 0x0F);
    obj victim = Q64R[i];
    sfx(Q61U, 0x42, 0x05);
    loseHP(victim, Q4GH);
  }
  return (0x00);
}