Aschbourne_PRC8/_module/nss/_use_mine_gem.nss
Jaysyn904 f5ffe7d0b9 Module commit
Module commit.
2024-06-14 10:48:20 -04:00

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//#include "_persist_01a"
void CreateAnObject(string sResource, object oPC, int iStackSize);
void main()
{
object oPC = GetLastUsedBy();
object oItem = OBJECT_SELF;
string sTagSelf = GetTag(OBJECT_SELF);
string sItemResRef = "";
string sSuccess = "";
int iSkillGain = 0;
if (GetLocalInt(OBJECT_SELF,"iAmInUse")!=0)
{
FloatingTextStringOnCreature("Only one person can quarry this gem at a time.",oPC,FALSE);
return;
}
if (GetLocalInt(oPC,"iAmDigging")!=0)
{
FloatingTextStringOnCreature("You may only dig one area at a time.",oPC,FALSE);
return;
}
//int iGemSkill = GetTokenPair(oPC,13,8);
int iGemSkill = GetCampaignInt("UOACraft","iGemQuarrySkill",oPC);
int iGemChance = iGemSkill;
if (iGemSkill <350)
{
iGemChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5;
iGemChance = iGemChance + (GetAbilityScore(oPC,ABILITY_DEXTERITY)*3);
iGemChance = iGemChance + (GetAbilityScore(oPC,ABILITY_WISDOM)*2);
iGemChance = iGemChance *3;
if (iGemChance>350)iGemChance = 350;
if (iGemSkill>iGemChance) iGemChance = iGemSkill;
}
// Determine type of quarry and apply difficulty penalty
// If you wish to have each progressively harder stone guarunteed to give
// a higher gem type, remove the '+IntToString(Random(x)+1)' section, and
// at the end of "gemstone00" change it to "gemstone002", "gemstone003", etc
// The order of the lines is progressively harder, from "gemstone002" to "gemstone006"
int iPenalty = 200;
sItemResRef="gemstone001";
if (sTagSelf=="GemQuarry_SemiSoftStone")
{
iPenalty = 500;
if (Random(100)<51) sItemResRef="gemstone002";
}
if (sTagSelf=="GemQuarry_MediumStone")
{
iPenalty = 600;
sItemResRef="gemstone00"+IntToString(Random(2)+1);
}
if (sTagSelf=="GemQuarry_SemiHardStone")
{
iPenalty = 700;
sItemResRef="gemstone00"+IntToString(d4(1));;
}
if (sTagSelf=="GemQuarry_HardStone")
{
iPenalty = 800;
sItemResRef="gemstone00"+IntToString(Random(5)+1);
}
if (sTagSelf=="GemQuarry_VeryHardStone")
{
iPenalty = 900;
sItemResRef="gemstone00" +IntToString(d6(1));
}
iGemChance = iGemChance - iPenalty;
if (iGemChance <1)
{
FloatingTextStringOnCreature("You have no idea how to quarry gems from this kind of stone.",oPC,FALSE);
return;
}
SetLocalInt(OBJECT_SELF,"iAmInUse",99);
DelayCommand(15.0,SetLocalInt(OBJECT_SELF,"iAmInUse",0));
SetLocalInt(oPC,"iAmDigging",99);
DelayCommand(15.1,SetLocalInt(oPC,"iAmDigging",0));
// This snippet of code is cut-n-paste direct from ATS
// Reason for this is because I had no clue how to assign an increase
// in the z-axis of the location of the anvil for sparks to display.
// After reading through this code, it is obvious that vEffecrPos.z
// is the line which assigns this. Due to my own ignorance in this issue
// I have decided to leave this snippet of code intact with this credit to
// the original ATS script coders, whomever they may have been.
// The only modification to this code is locAnvil was changed to locBath.
location locBath = GetLocation(OBJECT_SELF);
vector vEffectPos = GetPositionFromLocation(locBath);
vEffectPos.z += 1.0;
location locEffect = Location( GetAreaFromLocation(locBath), vEffectPos,GetFacingFromLocation(locBath) );
ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY), locEffect);
ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPECIAL_RED_WHITE), locEffect);
DelayCommand(0.1,PlaySound("as_cv_chiseling1"));
DelayCommand(2.9,PlaySound("as_cv_chiseling3"));
DelayCommand(8.8,PlaySound("as_cv_chiseling3"));
DelayCommand(0.6,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(1.2,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(2.1,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(2.8,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(3.2,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(3.8,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(4.1,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(4.6,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(5.3,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(6.0,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(6.5,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(7.2,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(7.9,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(8.4,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(9.2,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(9.7,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(10.3,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(10.9,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(11.4,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(12.0,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(12.6,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(13.1,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(13.7,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(14.3,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(14.7,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(15.6,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(16.1,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
DelayCommand(16.7,ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPARKS_PARRY),locEffect));
AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,1.0,15.0));
iGemChance = iGemChance+100; //Minimum of 10% chance to get a gem each attempt.
//Maximum chance for hardest Gemstone is 20%.
if (Random(1000)<=iGemChance)
{
DelayCommand(16.0,FloatingTextStringOnCreature("You have successfully quarried up a gemstone encrusted in minerals.",oPC,FALSE));
DelayCommand(16.1,CreateAnObject(sItemResRef,oPC,1));
if (Random(1000) >= iGemSkill)
{
if (d10(1)+1 >= iGemChance/100) iSkillGain = 1;
}
}
else
{
DelayCommand(16.0,FloatingTextStringOnCreature("You spend some time chipping away at the stone but to no avail.",oPC,FALSE));
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 = "";
iGemSkill++;
sOldSkill2 = IntToString(iGemSkill);
sOldSkill = "."+GetStringRight(sOldSkill2,1);
if (iGemSkill > 9)
{
sOldSkill = GetStringLeft(sOldSkill2,GetStringLength(sOldSkill2)-1)+sOldSkill;
}
else
{
sOldSkill = "0"+sOldSkill;
}
if (iGemSkill <= 1000)
{
//DelayCommand(17.0,SetTokenPair(oPC,13,8,iGemSkill));
DelayCommand(17.0,SetCampaignInt("UOACraft","iGemQuarrySkill",iGemSkill,oPC));
DelayCommand(17.0,SendMessageToPC(oPC,"========================================"));
DelayCommand(17.0,SendMessageToPC(oPC,"Your skill in gem quarrying has gone up!"));
DelayCommand(17.0,SendMessageToPC(oPC,"Current gem quarrying skill : "+ sOldSkill+"%"));
DelayCommand(17.0,SendMessageToPC(oPC,"========================================"));
if (GetLocalInt(GetModule(),"_UOACraft_XP")!=0) DelayCommand(16.9,GiveXPToCreature(oPC,GetLocalInt(GetModule(),"_UOACraft_XP")));
}
}
}
void CreateAnObject(string sResource, object oPC, int iStackSize)
{
CreateItemOnObject(sResource,oPC,iStackSize);
return;
}