Added CCOH and missing areas Changed some areas to be craftable, Fixed some on death issues, Fixed the Gaurd
78 lines
3.3 KiB
Plaintext
78 lines
3.3 KiB
Plaintext
//#include "_persist_01a"
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#include "aps_include"
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void main()
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{
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object oPC = GetLastOpenedBy();
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//int iBowSkill = GetTokenPair(oPC,13,3);
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int iBowSkill = GetPersistentInt(oPC,"iBowSkill","UOACraft"
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);
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int iBowChance = iBowSkill;
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int iWoodType = GetLocalInt(oPC,"iUseThisWood");
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if (GetItemPossessedBy(oPC,"NoDrop_SkillLogBook")==OBJECT_INVALID)
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{
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CreateItemOnObject("skilllogbook",oPC,1);
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}
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if (iBowChance < 350)
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{
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iBowChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5;
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iBowChance = iBowChance+(GetAbilityScore(oPC,ABILITY_DEXTERITY)*3);
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iBowChance = iBowChance+(GetAbilityScore(oPC,ABILITY_WISDOM)*2);
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iBowChance = iBowChance*3;
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if (iBowChance>350)iBowChance=350;
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if (iBowSkill > iBowChance) iBowChance=iBowSkill;
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}
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// Create Wood Type FlagSwitches
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if (iWoodType != 0)CreateItemOnObject("flagswitch026",OBJECT_SELF,1);
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if (iWoodType != 1)CreateItemOnObject("flagswitch027",OBJECT_SELF,1);
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if (iWoodType != 2)CreateItemOnObject("flagswitch028",OBJECT_SELF,1);
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if (iWoodType != 3)CreateItemOnObject("flagswitch029",OBJECT_SELF,1);
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if (iWoodType != 4)CreateItemOnObject("flagswitch030",OBJECT_SELF,1);
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if (iWoodType != 5)CreateItemOnObject("flagswitch031",OBJECT_SELF,1);
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if (iWoodType != 6)CreateItemOnObject("flagswitch032",OBJECT_SELF,1);
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if (iWoodType != 7)CreateItemOnObject("flagswitch033",OBJECT_SELF,1);
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if (iWoodType != 8)CreateItemOnObject("flagswitch034",OBJECT_SELF,1);
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if (iWoodType != 9)CreateItemOnObject("flagswitch035",OBJECT_SELF,1);
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if (iWoodType != 10)CreateItemOnObject("flagswitch036",OBJECT_SELF,1);
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if (iWoodType != 11)CreateItemOnObject("flagswitch037",OBJECT_SELF,1);
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if (iWoodType != 12)CreateItemOnObject("flagswitch038",OBJECT_SELF,1);
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if (iWoodType != 13)CreateItemOnObject("flagswitch039",OBJECT_SELF,1);
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if (iWoodType != 14)CreateItemOnObject("flagswitch040",OBJECT_SELF,1);
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if (iWoodType != 15)CreateItemOnObject("flagswitch041",OBJECT_SELF,1);
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if (iWoodType != 16)CreateItemOnObject("flagswitch042",OBJECT_SELF,1);
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if (iWoodType != 17)CreateItemOnObject("flagswitch043",OBJECT_SELF,1);
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if (iWoodType != 18)CreateItemOnObject("flagswitch044",OBJECT_SELF,1);
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int iPenalty = iWoodType * 5;
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iBowChance = iBowChance - iPenalty;
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// Create tokens for items which are 24.0 skill or below, as all characters can make these.
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CreateItemOnObject("pattern055",OBJECT_SELF,1); //ShortBow
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if (iBowChance >=250) CreateItemOnObject("pattern016",OBJECT_SELF,1); //Light Crossbow
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if (iBowChance >=400) CreateItemOnObject("pattern058",OBJECT_SELF,1); //Long Bow
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if (iBowChance >=450) CreateItemOnObject("pattern017",OBJECT_SELF,1); //Heavy CrossBow
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// Search for and destroy any hidden 'body bags' from prior incarnations of this placeable
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object oSearchForBag = GetNearestObjectByTag("Body Bag",OBJECT_SELF,1);
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if (oSearchForBag == OBJECT_INVALID)return;
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object oBagItem = OBJECT_INVALID;
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if (GetDistanceToObject(oSearchForBag)<= 0.2)
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{
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//SendMessageToPC(GetFirstPC(),"Body bag found.. destroying contents..");
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oBagItem = GetFirstItemInInventory(oSearchForBag);
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while (oBagItem != OBJECT_INVALID)
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{
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//SendMessageToPC(GetFirstPC(),"Destroying : "+GetName(oBagItem));
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DestroyObject(oBagItem);
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oBagItem = GetNextItemInInventory(oSearchForBag);
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}
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DestroyObject(oSearchForBag,1.0);
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}
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}
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