void CreateAnObject(string sResource, object oPC, int iProduct); void main() { if (GetInventoryDisturbType()!= INVENTORY_DISTURB_TYPE_ADDED) { if (GetLastDisturbed() == OBJECT_SELF) { DestroyObject(GetInventoryDisturbItem()); return; } return; } object oPC = GetLastDisturbed(); object oItem = GetInventoryDisturbItem(); // The following 3 lines are to ensure compatability with UOAbigal's Persistent Token System. // You can replace them with whatever 'no-drop' code you have or comment them out. string sNoDropFlag = (GetStringLeft(GetTag(oItem),6)); if (sNoDropFlag == "NoDrop" || sNoDropFlag == "TOKEN_"||sNoDropFlag=="_TBOX_") return; if (GetBaseItemType(oItem)==BASE_ITEM_LARGEBOX) { DestroyObject(oItem); SendMessageToPC(oPC,"To avoid possible dupe exploits, the container placed in this mill may be destroyed."); return; } // End of compatability portion. if (GetLocalInt(OBJECT_SELF,"iAmInUse") != 0) { CopyItem(oItem,oPC,TRUE); SendMessageToPC(oPC,"You must wait until the lautering is complete before starting another batch."); DestroyObject(oItem); return; } string sItemTag = GetTag(oItem); string sProduct = "INVALID"; int iProduct = 1; int iDifficulty = 0; int iRandom; int iSkillGain; location lFire = GetLocation(OBJECT_SELF); string sSuccess = "You have successfully lautered the "+GetName(oItem)+"."; string sFail = "The wort is contaminated with impurities and unuseable."; if (sItemTag=="item_mash_001") //corn { sProduct = "item_wort_001"; iDifficulty=100; } if (sItemTag=="item_mash_002") //wheat { sProduct = "item_wort_002"; iDifficulty=50; } if (sItemTag=="item_mash_003") //rice { sProduct = "item_wort_003"; iDifficulty=-100; } if (sItemTag=="item_mash_004") //oats { sProduct = "item_wort_004"; iDifficulty=-50; } if (sItemTag=="item_mash_005") //barley { sProduct = "item_wort_005"; iDifficulty=200; } if (sItemTag=="item_mash_006") //sorghum { sProduct = "item_wort_006"; iDifficulty=50; } if (sItemTag=="item_mash_007") //acorn { sProduct = "item_wort_007"; iDifficulty=350; } if (sProduct=="INVALID") { SendMessageToPC(oPC,"You may not lauter this object into any form of wort!"); CopyItem(oItem,oPC,TRUE); DestroyObject(oItem,0.1); return; } object oWater = GetItemPossessedBy(oPC,"ITEM_BUCKETOFWATER"); if (oWater==OBJECT_INVALID) { FloatingTextStringOnCreature("You must have a full bucket of water in order to lauter this mash.",oPC,FALSE); CopyItem(oItem,oPC,TRUE); DestroyObject(oItem,0.1); return; } DestroyObject(oWater,0.1); DelayCommand(1.0,CreateAnObject("item001",oPC,1)); object oSugar = GetItemPossessedBy(oPC,"item_syrup_003"); if (oSugar==OBJECT_INVALID) { FloatingTextStringOnCreature("You must have some sugar in order to lauter this mash.",oPC,FALSE); CopyItem(oItem,oPC,TRUE); DestroyObject(oItem,0.1); return; } DestroyObject(oSugar,0.2); int iBrewSkill = GetCampaignInt("UOACraft","iBrewSkill",oPC); int iBrewChance = iBrewSkill; if (iBrewChance<350) { iBrewChance = GetAbilityScore(oPC,ABILITY_DEXTERITY)*5; iBrewChance = iBrewChance+(GetAbilityScore(oPC,ABILITY_WISDOM)*3); iBrewChance = iBrewChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*2); iBrewChance = iBrewChance*3; if (iBrewChance>350)iBrewChance=350; if (iBrewSkill > iBrewChance) iBrewChance=iBrewSkill; } SetLocalInt(OBJECT_SELF,"iAmInUse",99); DelayCommand(12.0,SetLocalInt(OBJECT_SELF,"iAmInUse",0)); DestroyObject(oItem,0.1); iBrewChance = iBrewChance-iDifficulty; if (iBrewChance<1)iBrewChance=1; //Play animations for craft process AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0,6.0)); AssignCommand(oPC,DelayCommand(6.0,ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,1.0,3.0))); AssignCommand(oPC,DelayCommand(9.0,ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0,3.0))); DelayCommand(0.1,PlaySound("as_cv_smithwatr1")); DelayCommand(1.0,PlaySound("al_na_lavapool1")); DelayCommand(8.0,PlaySound("as_cv_pipegroan3")); object oTemp = CreateObject(OBJECT_TYPE_PLACEABLE,"plc_dustplume",GetLocation(OBJECT_SELF)); DestroyObject(oTemp,10.5); AssignCommand(oTemp,DelayCommand(4.0,PlaySound("as_cv_winch1"))); AssignCommand(oTemp,DelayCommand(7.0,PlaySound("as_cv_winch1"))); iRandom = Random(1000)+Random(1000)+Random(800);//Adjusted difficulty downwards by a small percent to make lowlevel cooks succeed a bit more. iRandom = iRandom/3; if (iRandom<=iBrewChance) { if (Random(1000) >= iBrewSkill) { if (d10(1)+1 >= iBrewChance/100) iSkillGain = 1; } iProduct = 1; if ((Random(1000)+500)<=iBrewChance) iProduct++; if (iBrewSkill==1000) iProduct = 2; DelayCommand(11.0,PlaySound("as_na_splash1")); AssignCommand(GetArea(oPC),DelayCommand(12.0,FloatingTextStringOnCreature(sSuccess,oPC,FALSE))); AssignCommand(GetArea(oPC),DelayCommand(12.1,CreateAnObject(sProduct,oPC,iProduct))); } else { AssignCommand(GetArea(oPC),DelayCommand(12.0,FloatingTextStringOnCreature(sFail,oPC,FALSE))); DelayCommand(10.0,PlaySound("as_cv_sewermisc3")); return; } //Ensure no more than 1 skill gain every 10 seconds to avoid token droppage. if (iSkillGain ==1) { if (GetLocalInt(oPC,"iSkillGain")!= 0) { iSkillGain = 0; } else { SetLocalInt(oPC,"iSkillGain",99); DelayCommand(10.0,SetLocalInt(oPC,"iSkillGain",0)); } } if (iSkillGain ==1) { string sOldSkill = ""; string sOldSkill2 = ""; iBrewSkill++; sOldSkill2 = IntToString(iBrewSkill); sOldSkill = "."+GetStringRight(sOldSkill2,1); if (iBrewSkill > 9) { sOldSkill = GetStringLeft(sOldSkill2,GetStringLength(sOldSkill2)-1)+sOldSkill; } else { sOldSkill = "0"+sOldSkill; } if (iBrewSkill <= 1000) { //DelayCommand(13.0,SetTokenPair(oPC,13,3,iBrewSkill)); DelayCommand(12.5,SetCampaignInt("UOACraft","iBrewSkill",iBrewSkill,oPC)); DelayCommand(12.5,SendMessageToPC(oPC,"==================================")); DelayCommand(12.5,SendMessageToPC(oPC,"Your skill in brewing has gone up!")); DelayCommand(12.5,SendMessageToPC(oPC,"Current brewing skill : "+ sOldSkill+"%")); DelayCommand(12.5,SendMessageToPC(oPC,"==================================")); if (GetLocalInt(GetModule(),"_UOACraft_XP")!=0) DelayCommand(12.4,GiveXPToCreature(oPC,GetLocalInt(GetModule(),"_UOACraft_XP"))); } } } void CreateAnObject(string sResource, object oPC, int iProduct) { CreateItemOnObject(sResource,oPC,1); iProduct = iProduct - 1; if (iProduct>0) DelayCommand(0.1,CreateAnObject(sResource,oPC,iProduct)); return; }