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- Add(%Counter, 1)
- Add(%DeadCyclopsCounter,1)
- Add(%DoorUnlocked, 1)
- Add(%EnemyKillCount,1)
- Add(%GasRadiusCheck,0.5)
- Add(%GoblinGathered, 1)
- Add(%NewWeight,_Weight)
- Add(_i, 1)
- Add(_MyPos,_TargetDir)
- Add(_Pos,%HeightOffset)
- Add(_Pos,_SrcOffset)
- Add(_SleepTime,0.5)
- Add(_TotalWeight,%Scale2Weight)
- AddTemporaryStatusInfluence(_Character,%Status,%StatusInfluence,%ExtraData,%IsWeather)
- CanSee(__Me,_Character)
- CharacterAvoidsTraps(_Char)
- CharacterCanSee(_Char,__Me)
- CharacterConsume(%PoisonVictim,%ApplyPoison)
- CharacterConsume(_Char,TOTEM_Strength)
- CharacterConsume(_User,%ApplyPotion)
- CharacterDie(_Character)
- CharacterEvent(%PoisonVictim,"HIB_Boreas_StartConversation")
- CharacterEvent(%TalkingGoblin,"LUC_GoblinBridges_Barrels")
- CharacterEvent(_Char,"HiddenTrapReveal")
- CharacterEvent(_Char,_Event)
- CharacterEvent(_Player,"DAF_PlayersSeesFirstTree")
- CharacterGet(_FireSkeleton,__Me,30,Random,null,Ally,null,DYING)
- CharacterGet(_player, __Me, %Distance, Lowest, Distance, Player)
- CharacterGet(_player, __Me, 6, Lowest, Distance, Player)
- CharacterGet(_Player, __Me, 8, COMPARE:Lowest, Distance, Player)
- CharacterGet(_Player,__Me,8,Lowest,Distance,Player)
- CharacterGet(_Target,__Me,5,Random,Distance,Enemy)
- CharacterGetStat(_Perception,_Char,Perception)
- CharacterGetStat(_Perception,_Char,TrapPerception)
- CharacterGetStat(_TrapDetection,_Char,TrapDetection)
- CharacterGetStat(_Weight,_Char,Weight)
- CharacterGetTemplate(_Character,_Template)
- CharacterGetTemplate(_FireSkeleton,_FireSkelTemplate)
- CharacterHasStatus(%UsedBy,COMBAT)
- CharacterHasStatus(_Target,INVISIBLE)
- CharacterHasStatus(_Target,SNEAKING)
- CharacterHasStatus(_User,"CHILLED")
- CharacterHasStatus(_User,"CONSUME")
- CharacterIsDead(%SkeletonBoss)
- CharacterIsDead(_Char)
- CharacterIsDead(_Character)
- CharacterIsEnemy(%UsedBy, _Char)
- CharacterIsFloating(_Char)
- CharacterIsInParty(_Char)
- CharacterIsPlayer(_Char)
- CharacterIsPlayer(_Target)
- CharacterItemEvent(%CurrentActive,__Me,"HIB_SentinelActive")
- CharacterItemEvent(%CurrentActive,__Me,"HIB_SentinelInactive")
- CharacterItemEvent(%CurrentActive,__Me,%OnEvent)
- CharacterItemEvent(%Sentinel1,__Me,"HIB_SentinelAlarm")
- CharacterItemEvent(%Sentinel2,__Me,"HIB_SentinelAlarm")
- CharacterItemEvent(%Sentinel3,__Me,"HIB_SentinelAlarm")
- CharacterItemEvent(%Sentinel4,__Me,"HIB_SentinelAlarm")
- CharacterItemEvent(%UsedBy,__Me,%Event)
- CharacterItemEvent(%UsedBy,__Me,%Event0)
- CharacterItemEvent(%UsedBy,__Me,%Event1)
- CharacterItemEvent(%UsedBy,__Me,%Event2)
- CharacterItemEvent(%UsedBy,__Me,%EventOff)
- CharacterItemEvent(%UsedBy,__Me,%EventOn)
- CharacterItemEvent(_Char,%Stone,"LUC_IC_StarStoneZapped")
- CharacterItemEvent(_Char,__Me,"GLO_StarStoneZap")
- CharacterItemEvent(_Char,__Me,"MinespotUsed")
- CharacterItemEvent(_Char,__Me,%EventOn)
- CharacterItemEvent(_Player,__Me,"HIB_FirePrinceFlame_Talking")
- CharacterItemEvent(null, __Me, %Event1On)
- CharacterItemEvent(null, __Me, %Event2On)
- CharacterItemEvent(null, __Me, %Event3On)
- CharacterItemEvent(null, __Me, %Event4On)
- CharacterItemEvent(null, __Me, %EventOff)
- CharacterItemEvent(null, __Me, %EventOn)
- CharacterItemEvent(null,__Me,%EventEqual)
- CharacterItemEvent(null,__Me,%EventOff)
- CharacterItemEvent(null,__Me,%EventOn)
- CharacterItemEvent(null,__Me,%EventUnequal)
- CharacterPlayEffect(%User,"FX_GP_GoldSparkles_A")
- CharacterPlayEffect(_Character,"FX_GP_DeathStroke_A")
- CharacterRemoveStatus(_User,CHILLED)
- CharacterResurrect(_FireSkeleton)
- Check()
- Clamp(%CurrentPercentage,0,1)
- CombatLogText(%BoneTotem,"CYS_CharredPlains_TotemRezzesSkeletons_Battlelog",0,1)
- ContainsSurface(__Me,%GasRadius,%GasType)
- ContainsSurface(__Me,%GasRadius,%SurfaceCheck)
- ContainsSurface(__Me,%GasRadiusCheck,CloudExplosion)
- CreateSurfaceAt(__Me, %SurfaceType, %SurfaceRadius)
- CreateSurfaceAt(__Me,%GasType,%GasRadius)
- CreateSurfaceAt(__Me,%SurfaceType,%SurfaceRadius)
- CreateSurfaceAt(__Me,%SurfaceType,%WaterPuddleSize)
- CreateSurfaceAt(__Me,None,%GasRadius)
- DebugText(%Player1,"Death registered!")
- DebugText(%Player2,"Death registered!")
- DebugText(__Me, "0%")
- DebugText(__Me, "1%")
- DebugText(__Me, "10%")
- DebugText(__Me, "100%")
- DebugText(__Me, "101%")
- DebugText(__Me, "110%")
- DebugText(__Me, "120%")
- DebugText(__Me, "130%")
- DebugText(__Me, "140%")
- DebugText(__Me, "150%")
- DebugText(__Me, "160%")
- DebugText(__Me, "170%")
- DebugText(__Me, "180%")
- DebugText(__Me, "190%")
- DebugText(__Me, "20%")
- DebugText(__Me, "200%+")
- DebugText(__Me, "30%")
- DebugText(__Me, "40%")
- DebugText(__Me, "50%")
- DebugText(__Me, "60%")
- DebugText(__Me, "70%")
- DebugText(__Me, "80%")
- DebugText(__Me, "90%")
- DebugText(__Me, "defefef")
- DebugText(__Me,"CharacterItemEvent: ([1])([2])([3])",_Char,_Item,_Event)
- DebugText(__Me,"Close")
- DebugText(__Me,"I'm so dead!")
- DebugText(__Me,"Open")
- DialogStart("CYS_AD_NickHeadShow",__Me)
- DialogStart("CYS_AD_Shell",__Me)
- DisplayText(%Miner,%OreMinedText,2)
- DisplayText(%User,"GLO_FailedUse",5)
- DisplayText(%User,"GLO_SuccessfulUse",5)
- DisplayText(__Me, "LUC_GV_TotemBack", 4)
- DisplayText(__Me, "LUC_GV_TotemDance", 4)
- DisplayText(__Me, "LUC_GV_TotemDie", 4)
- DisplayText(__Me, "LUC_GV_TotemDown", 4)
- DisplayText(__Me, "LUC_GV_TotemGather", 4)
- DisplayText(__Me, "LUC_GV_TotemRise", 4)
- DisplayText(__Me, "LUC_GV_TotemUp", 4)
- DisplayText(__Me, %DialogKey, %DisplayTime)
- DisplayText(__Me, %Directions, 7)
- DisplayText(__Me, _Talk, 4)
- DisplayText(__Me, _text, 5)
- DisplayText(__Me,"CMB_ScareCrowExplodes",2)
- DisplayText(__Me,"CYS_BallistaNotInCombat",3)
- DisplayText(__Me,"CYS_BallistaNotInRange",3)
- DisplayText(__Me,"GLO_MinespotDepleted",3)
- DisplayText(__Me,"GLO_MinespotInUse",3)
- DisplayText(__Me,"GLO_PressurePlateActivated",2.0)
- DisplayText(__Me,"LUC_MiningCampHatch_1",5)
- DisplayText(__Me,"LUC_MiningCampHatch_2",5)
- DisplayText(__Me,%Comment,5)
- DisplayText(__Me,%Comment1,5)
- DisplayText(__Me,%Comment2,5)
- DisplayText(__Me,%Epitaph1,3)
- DisplayText(__Me,%Epitaph2,3)
- DisplayText(__Me,%Epitaph3,3)
- DisplayText(__Me,%Epitaph4,3)
- DisplayText(__Me,%Epitaph5,3)
- DisplayText(__Me,_comment,5)
- DisplayText(__Me,_Text,5.0)
- DisplayText(_Char, _Text, 4)
- DisplayText(_Source, %DialogKey, %DisplayTime)
- Divide(%CurrentPercentage,%MaxWeight)
- Divide(%CurrentPercentage,_TotalWeight)
- ExplodeAt(__Me,%ExplosionProjectile,%CasterLevel)
- ExplodeAt(__Me,%ExplosionProjectile,%CasterLevel,_Target)
- ExplodeAt(__Me,%MineProjectile,%CasterLevel)
- ExplodeAt(__Me,%MineProjectile,%MineLevel)
- ExplodeAt(__Me,Projectile_EnemyFireball, 15)
- ExplodeAt(__Me,Projectile_TurretBillehgahr, 15)
- GetClosestPlayer(_Player)
- GetDistance(_Dist,_Char,__Me)
- GetDistance(_Distance, _Char, %UsedBy)
- GetDistance(_Distance,__Me,_Player)
- GetForwardDirection(%ShootTarget,_TargetDir)
- GetForwardDirection(__Me,_Dir)
- GetPosition(%ShootTarget,_Pos)
- GetPosition(__Me, _position)
- GetPosition(__Me,_pos)
- GetRandom(%currentAction, "Action_CallForHelp")
- GetRandom(%Farce, "UpDown", "Dance", "Die")
- GetRandom(%ShootTarget,%Player1,%Player2)
- GetRandom(_comment, "DAF_DarkForestWoman_01", "DAF_DarkForestWoman_02", "DAF_DarkForestWoman_03")
- GetRandom(_Effect,"FX_GP_Light_Orange_A","FX_GP_Light_Red_A","FX_GP_Light_Blue_A","FX_GP_Light_Green_A","FX_GP_Light_Yellow_A")
- GetRandom(_Event, "AmbushReveal", "AmbushReveal2", "AmbushReveal3", "AmbushReveal4")
- GetRandom(_Event, "FakePerceptionReveal", "FakePerceptionReveal2", "FakePerceptionReveal3", "FakePerceptionReveal4")
- GetRandom(_Event, "HiddenPerceptionReveal", "HiddenPerceptionReveal2", "HiddenPerceptionReveal3", "HiddenPerceptionReveal4")
- GetRandom(_Event, "HiddenTrapReveal", "HiddenTrapReveal2", "HiddenTrapReveal3", "HiddenTrapReveal4")
- GetRandom(_Talk, "LUC_MushroomTalk1", "LUC_MushroomTalk2", "LUC_MushroomTalk3")
- GetRandom(_Target,%Target1,%Target2,%Target3)
- GetRandom(_text, "DAF_DarkForestWoman_AfterGivingRing_01", "DAF_DarkForestWoman_AfterGivingRing_02", "DAF_DarkForestWoman_AfterGivingRing_03")
- GetRandom(_text, "DAF_DarkForestWoman_CallPlayer_01", "DAF_DarkForestWoman_CallPlayer_02", "DAF_DarkForestWoman_CallPlayer_03")
- GetRandom(_Text, "LUC_WC_Mirror_01", "LUC_WC_Mirror_02", "LUC_WC_Mirror_03", "LUC_WC_Mirror_04")
- GetRandom(_Text,"HIB_SentinelMalfunctioning_1","HIB_SentinelMalfunctioning_2","HIB_SentinelMalfunctioning_3")
- GetRandomBetween(%SmokeTimer,60,120)
- GetRandomBetween(_Amount,INT:1,INT:3)
- GetRandomBetween(_Amount,INT:2,INT:5)
- GetRandomBetween(_Duration,0.5,2.0)
- GetRandomBetween(_Radius,0.0,%MaxRadius)
- GetRandomBetween(_Rotation,0.0,360.0)
- GetRandomBetween(_SleepTime,FLOAT:0.5,FLOAT:2.0)
- GetRandomBetween(_SleepTime,FLOAT:1.5,FLOAT:3.0)
- GetRandomBetween(_Timer,10,20)
- GetVar(%Scale1Percentage,%Scale1,"CurrentPercentage")
- GetVar(%Scale1Weight,%Scale1,"NewWeight")
- GetVar(%Scale2Percentage,%Scale2,"CurrentPercentage")
- GetVar(%Scale2Weight,%Scale2,"NewWeight")
- GetVar(_IsStatusOn,__Me,"IsStatusOn")
- GetVar(_Level,%Volcano,"CasterLevel")
- GetVar(_Skill,%Volcano,"ProjectileSkill")
- GlobalClearEvent("LUC_IT_MagicDoorsUnlock")
- GlobalSetEvent("DAF_CommentDFTreeDone")
- GlobalSetEvent("DAF_DarkForestWomanKilled")
- GlobalSetEvent("LUC_IT_MagicDoorsUnlock")
- Goto("Loop_Shooting")
- Interrupt("Shooting")
- Interrupt(PercentageChance)
- IsEqual(%Active, 1)
- IsEqual(%Active,1)
- IsEqual(%ActiveShooting,1)
- IsEqual(%AllowSingleIgnite,1)
- IsEqual(%ApplyPotion,"TOTEM_HIB_Altar_Fire")
- IsEqual(%Brasero1Lit, 1)
- IsEqual(%Brasero2Lit, 1)
- IsEqual(%Brasero3Lit, 1)
- IsEqual(%Brasero4Lit, 1)
- IsEqual(%BurningFX,null)
- IsEqual(%CommentTree,0)
- IsEqual(%Counter, 0)
- IsEqual(%Counter, 1)
- IsEqual(%Counter, 2)
- IsEqual(%Counting, 0)
- IsEqual(%currentAction, "")
- IsEqual(%CurrentActive,%Sentinel1)
- IsEqual(%CurrentActive,%Sentinel2)
- IsEqual(%CurrentActive,%Sentinel3)
- IsEqual(%CurrentIsVisible,%NewIsVisible)
- IsEqual(%CurrentIsVisible,0)
- IsEqual(%CurrentIsVisible,1)
- IsEqual(%CurrentPercentage, FLOAT:0.0)
- IsEqual(%CurrentPercentage, FLOAT:1)
- IsEqual(%CurrentPercentage, FLOAT:1.1)
- IsEqual(%CurrentPercentage,%PreviousPercentage)
- IsEqual(%CurrentPercentage,0.5)
- IsEqual(%CurrentPercentage,1)
- IsEqual(%currentState, "")
- IsEqual(%CurrentState,%WantedState)
- IsEqual(%CurrentState,0)
- IsEqual(%CurrentState,1)
- IsEqual(%DeadCyclopsCounter,11)
- IsEqual(%DeadCyclopsCounter,17)
- IsEqual(%DeadCyclopsCounter,23)
- IsEqual(%DeadCyclopsCounter,29)
- IsEqual(%DeadCyclopsCounter,5)
- IsEqual(%DelayTime,0)
- IsEqual(%DisplayMessage,1)
- IsEqual(%DoDialog,1)
- IsEqual(%DoorUnlocked, 4)
- IsEqual(%EnemyKillCount,0)
- IsEqual(%Event1On,null)
- IsEqual(%Event2On,null)
- IsEqual(%Event3On,null)
- IsEqual(%Event4On,null)
- IsEqual(%EventOff,null)
- IsEqual(%EventOn,null)
- IsEqual(%ExtraType, null)
- IsEqual(%GasType,CloudPoison)
- IsEqual(%GoblinGathered, 5)
- IsEqual(%HasBeenWet,0)
- IsEqual(%IAmTheGhostlyChest,0)
- IsEqual(%IAmTheGhostlyChest,1)
- IsEqual(%internalState, "")
- IsEqual(%internalState, %currentState)
- IsEqual(%IsLocked,0)
- IsEqual(%IsOn,1)
- IsEqual(%IsStatusOn,1)
- IsEqual(%IsTrap, 0)
- IsEqual(%Miner,_Char)
- IsEqual(%Miner,null)
- IsEqual(%NewIsVisible,0)
- IsEqual(%NewIsVisible,1)
- IsEqual(%Open, 1)
- IsEqual(%PreviousPercentage,0.5)
- IsEqual(%PreviousPercentage,1)
- IsEqual(%SavedDelayTime,0)
- IsEqual(%SayText, 1)
- IsEqual(%Scale1Percentage,1)
- IsEqual(%Scale1Weight,%Scale2Weight)
- IsEqual(%Scale2Percentage,1)
- IsEqual(%ScanForPlayer,1)
- IsEqual(%Seen,0)
- IsEqual(%ShrikeAlive,0)
- IsEqual(%SpewingGas,1)
- IsEqual(%StartLit,1)
- IsEqual(%State, 0)
- IsEqual(%StillActive, 1)
- IsEqual(%SurfaceCheck,None)
- IsEqual(%Target,null)
- IsEqual(%Triggered,0)
- IsEqual(%UsedBy,null)
- IsEqual(%WantedState,-1)
- IsEqual(%WantedState,0)
- IsEqual(%WantedState,1)
- IsEqual(_Amount,0)
- IsEqual(_Char,%Player1)
- IsEqual(_Char,%Player2)
- IsEqual(_Char,null)
- IsEqual(_Dmg, %ExtraType)
- IsEqual(_Dmg, %Type)
- IsEqual(_FireSkelTemplate,%FireSk_AxemanOrKnight_Tpl)
- IsEqual(_FireSkelTemplate,%FireSk_PikemanOrWarrior_Tpl)
- IsEqual(_FireSkelTemplate,%FireSk_Ranger_Tpl)
- IsEqual(_Item,null)
- IsEqual(_Template,%TargetTemplate1)
- IsEqual(_Template,%TargetTemplate2)
- IsEqual(_Template,%TargetTemplate3)
- IsEqual(_Template,%TargetTemplate4)
- IsGreaterThen(%Scale2Weight,%Scale1Weight)
- IsInSurface(__Me, %SurfaceOne)
- IsInSurface(__Me, %SurfaceTwo)
- IsLessThen(%Amount,1)
- IsLessThen(%CurrentPercentage, FLOAT:0.1)
- IsLessThen(%CurrentPercentage, FLOAT:0.2)
- IsLessThen(%CurrentPercentage, FLOAT:0.3)
- IsLessThen(%CurrentPercentage, FLOAT:0.4)
- IsLessThen(%CurrentPercentage, FLOAT:0.5)
- IsLessThen(%CurrentPercentage, FLOAT:0.6)
- IsLessThen(%CurrentPercentage, FLOAT:0.7)
- IsLessThen(%CurrentPercentage, FLOAT:0.8)
- IsLessThen(%CurrentPercentage, FLOAT:0.9)
- IsLessThen(%CurrentPercentage, FLOAT:1)
- IsLessThen(%CurrentPercentage, FLOAT:1.2)
- IsLessThen(%CurrentPercentage, FLOAT:1.3)
- IsLessThen(%CurrentPercentage, FLOAT:1.4)
- IsLessThen(%CurrentPercentage, FLOAT:1.5)
- IsLessThen(%CurrentPercentage, FLOAT:1.6)
- IsLessThen(%CurrentPercentage, FLOAT:1.7)
- IsLessThen(%CurrentPercentage, FLOAT:1.8)
- IsLessThen(%CurrentPercentage, FLOAT:1.9)
- IsLessThen(%CurrentPercentage, FLOAT:2)
- IsLessThen(_Dist,%MinDistance)
- IsLessThen(_Dist,_TrapDetection)
- IsLessThen(_Distance, %CLOSEST)
- IsLessThen(_Distance,%DetectionRange)
- IsLessThen(_i, 3)
- IsLessThen(_Perception,%MinPerception)
- IsSurface(__Me, %SurfaceRadius, %SurfaceType)
- IsSurface(__Me,%GasRadius,%GasType)
- IsVisible(__Me)
- ItemApplyStatus(__Me,BURNING)
- ItemClose(__Me)
- ItemDestroy(__Me)
- ItemDie(__Me)
- ItemEvent(%Door, "playFX")
- ItemEvent(%Door, "shutDown")
- ItemEvent(%Manager, "AddDoor")
- ItemEvent(%Manager, "SubDoor")
- ItemEvent(%Manager,"load")
- ItemEvent(%Manager,"unload")
- ItemEvent(%ScaleIndicator,"ScaleWeightChange")
- ItemEvent(__Me, "CheckBraserosState")
- ItemEvent(__Me, "DanceForMe")
- ItemEvent(__Me, "DieForMe")
- ItemEvent(__Me, "fire")
- ItemEvent(__Me, "gatherRound")
- ItemEvent(__Me, "GetDown")
- ItemEvent(__Me, "GetUp")
- ItemEvent(__Me, "goBackTent")
- ItemEvent(__Me, "HasBeenHitBySourceMagic")
- ItemEvent(__Me, "MakeDemonAppear")
- ItemEvent(__Me, "Open")
- ItemEvent(__Me, "ressurectGob")
- ItemEvent(__Me, "ResumeSparring")
- ItemEvent(__Me, "shutDown")
- ItemEvent(__Me,"CheckState")
- ItemEvent(__Me,"Mine")
- ItemEvent(__Me,"MineChange")
- ItemEvent(__Me,"PressurePlateChange")
- ItemEvent(__Me,"ScaleIndicatorChange")
- ItemEvent(__Me,"WaypointDiscovered")
- ItemEvent(__Me,%EventOff)
- ItemEvent(__Me,%EventOn)
- ItemEvent(_Target,"HIB_VolcanoShoot")
- ItemGetStat(_Weight,_Item,Weight)
- ItemHasStatus(__Me,BURNING)
- ItemHasStatus(__Me,FROZEN)
- ItemIsDestroyed(_Item)
- ItemIsFalling(_Item)
- ItemIsMoving(__Me)
- ItemIsMoving(_Item)
- ItemLookAt(%Look, 10000)
- ItemLookAt(%Target,30)
- ItemOpen(__Me)
- ItemPlayAnimation("idle")
- ItemPlayAnimation("Off")
- ItemPlayAnimation("On")
- ItemPlayAnimation("Shoot")
- ItemPlayAnimationTo("Lever",%CurrentPercentage,3)
- ItemPlayAnimationTo("Lever",0)
- ItemPlayAnimationTo("Lever",0.5)
- ItemPlayAnimationTo("Lever",1)
- ItemPlayAnimationTo("PressurePlate",%CurrentPercentage, 5)
- ItemPlayAnimationTo("PressurePlate",%CurrentPercentage,3)
- ItemPlayAnimationTo("PressurePlate",%CurrentPercentage,5)
- ItemPlayAnimationTo("PressurePlate",1,10)
- ItemPlayEffect(__Me, "FX_GP_CameraShake_B")
- ItemPlayEffect(__Me,%EffectName)
- ItemPlayEffect(__Me,%VisualFX)
- ItemPlayLoopEffect(%BurningFX,__Me,%BurnEffect,%BurnEffectBone)
- ItemPlayLoopEffect(%EffectHandle,__Me,"FX_GP_Light_Orange_A")
- ItemPlayLoopEffect(%EffectHandle,__Me,_Effect)
- ItemPlayLoopEffect(%FlameFX,__Me,"FX_Env_CampFire_A")
- ItemPlayLoopEffect(%Fx,__Me,"FX_GP_Burning_A")
- ItemPlayLoopEffect(%Fx,__Me,"FX_GP_GoldSparkles_A")
- ItemPlayLoopEffect(%Handle, __Me, "FX_GP_Quest_Wall_Magic_A")
- ItemPlayLoopEffect(%SmokeFX,__Me,"FX_Env_Smoke_Fire_A")
- ItemRemoveStatus(__Me,BURNING)
- ItemSetOnStage(%Door, 0)
- ItemSetOnStage(%Door, 1)
- ItemSetOnStage(%Light, 0)
- ItemSetOnStage(__Me, 0)
- ItemSetOnStage(__Me,%CurrentIsVisible)
- ItemSetOnStage(__Me,0)
- ItemSetOnStage(__Me,1)
- IterateCharactersNear(%User,20.0,"Wand_EnemyKillCheck")
- IterateCharactersNear(__Me, 30, "actuallyShoot")
- IterateCharactersNear(__Me,%Distance,"StatusApplier")
- IterateCharactersNear(__Me,%DistanceCheck,"BallistaCheck")
- IterateCharactersNear(__Me,%Range,"StarStoneCheck")
- IterateCharactersNear(__Me,18,"WaypointDiscover")
- IterateCharactersNear(__Me,30,"CYS_CharredPlains_TotemCheckEvent")
- IterateCharactersNear(__Me,5,"TotemInspire")
- IterateCharactersNear(__Me,5.0,"StarStoneCheck")
- IterateCharactersOnObject(__Me,"checkCharacter")
- IterateCharactersOnObject(__Me,"MineCheck")
- IterateCharactersOnObject(__Me,"PressurePlateCheck")
- IterateItemsOnObject(__Me,"MineCheck")
- IterateItemsOnObject(__Me,"PressurePlateCheck")
- IterateParty("HiddenObjectCheck")
- IterateParty("ShowingObjectCheck")
- Label("Loop_Shooting")
- Multiply(%CurrentPercentage,-1)
- Multiply(_TargetDir,_Radius)
- OnCharacterEvent(%BoneTotem,"CYS_CharredPlains_TimeToResurrectSkeletons")
- OnCharacterEvent(%CurrentActive,"HIB_SentinelSpotted")
- OnCharacterEvent(%Dreksis, "Rotate")
- OnCharacterEvent(%InterruptSource,%InterruptEvent)
- OnCharacterEvent(_,"DAF_DarkMarsh_CyclopsDied_Event")
- OnCharacterItemEvent(_,_,"Test1")
- OnCharacterItemEvent(_,_,"Test2")
- OnCharacterItemEvent(_,_,"Test3")
- OnCharacterItemEvent(_,_,"TestClose")
- OnCharacterItemEvent(_,_,"TestOpen")
- OnCharacterItemEvent(_,_,"TestPressureOn")
- OnCharacterItemEvent(_,_,%Event)
- OnCharacterItemEvent(_,_,%EventOff)
- OnCharacterItemEvent(_,_,%EventOn)
- OnCharacterItemEvent(_,_,%OffEvent)
- OnCharacterItemEvent(_,_,%OnEvent)
- OnCharacterItemEvent(_,_,%ShootEvent)
- OnCharacterItemEvent(_,_,%TurretEventOff)
- OnCharacterItemEvent(_,_,%TurretEventOn)
- OnCharacterItemEvent(_Char,_Item,_Event)
- OnDamage(%DamageType, _, _, _)
- OnDamage(_, _, _, _)
- OnDamage(_,_,_,_)
- OnDamage(_Dmg, _, _, _)
- OnDamage(DAMAGE:Fire, _, _, _)
- OnDamage(Fire, _, _Target, _)
- OnDamage(Fire,_,_,_)
- OnDie(_,_,_,_)
- OnGlobalEventSet("DAF_CommentDFTreeDone")
- OnGlobalEventSet("DAF_DarkMarsh_Ghosts_EndingEvent")
- OnGlobalEventSet("ShrikeIsDead")
- OnInit()
- OnItemEvent(%Door,"unlocked")
- OnItemEvent(__Me, "AddDoor")
- OnItemEvent(__Me, "back")
- OnItemEvent(__Me, "broken")
- OnItemEvent(__Me, "CheckBraserosState")
- OnItemEvent(__Me, "explode")
- OnItemEvent(__Me, "GoblinArrived")
- OnItemEvent(__Me, "killIntruder")
- OnItemEvent(__Me, "load")
- OnItemEvent(__Me, "PlayEffect")
- OnItemEvent(__Me, "playFX")
- OnItemEvent(__Me, "shutDown")
- OnItemEvent(__Me, "SubDoor")
- OnItemEvent(__Me, "unload")
- OnItemEvent(__Me,"CheckState")
- OnItemEvent(__Me,"CYS_ShellStopAD")
- OnItemEvent(__Me,"GLO_ScanForPlayer")
- OnItemEvent(__Me,"HIB_SentinelManager_Restart")
- OnItemEvent(__Me,"HIB_VolcanoShoot")
- OnItemEvent(__Me,"Mine")
- OnItemEvent(__Me,"MineChange")
- OnItemEvent(__Me,"MineCompletedSuccesfully")
- OnItemEvent(__Me,"MineFailed")
- OnItemEvent(__Me,"PressurePlateChange")
- OnItemEvent(__Me,"SawGoblin")
- OnItemEvent(__Me,"ScaleIndicatorChange")
- OnItemEvent(__Me,"ScaleWeightChange")
- OnItemEvent(__Me,"Shoot")
- OnItemEvent(__Me,"StoryReveal")
- OnItemStatus(%Brasero1, BURNING)
- OnItemStatus(%Brasero2, BURNING)
- OnItemStatus(%Brasero3, BURNING)
- OnItemStatus(%Brasero4, BURNING)
- OnItemStatus(__Me,BURNING)
- OnItemStatus(__Me,DYING)
- OnItemStatus(__Me,WET)
- OnItemStatusRemoved(%Brasero1, BURNING)
- OnItemStatusRemoved(%Brasero2, BURNING)
- OnItemStatusRemoved(%Brasero3, BURNING)
- OnItemStatusRemoved(%Brasero4, BURNING)
- OnItemStatusRemoved(__Me,BURNING)
- OnIterateCharacter(_Char, "actuallyShoot")
- OnIterateCharacter(_Char,"BallistaCheck")
- OnIterateCharacter(_Char,"checkCharacter")
- OnIterateCharacter(_Char,"HiddenObjectCheck")
- OnIterateCharacter(_Char,"MineCheck")
- OnIterateCharacter(_Char,"PressurePlateCheck")
- OnIterateCharacter(_Char,"ShowingObjectCheck")
- OnIterateCharacter(_Char,"StarStoneCheck")
- OnIterateCharacter(_Char,"TotemInspire")
- OnIterateCharacter(_Char,"WaypointDiscover")
- OnIterateCharacter(_Character,"StatusApplier")
- OnIterateCharacter(_Character,"Wand_EnemyKillCheck")
- OnIterateCharacter(_FireSkeleton,"CYS_CharredPlains_TotemCheckEvent")
- OnIterateItem(_Item,"MineCheck")
- OnIterateItem(_Item,"PressurePlateCheck")
- OnLoaded(_,_,_,_)
- OnShutdown()
- OnStatusCreateVisuals(BURNING)
- OnStatusDestroyVisuals(BURNING)
- OnTimer("BallistaShooting")
- OnTimer("checkForSurface")
- OnTimer("CYS_FightingDudes")
- OnTimer("LightSwitch")
- OnTimer("LUC_GV_GatherGoblins")
- OnTimer("LUC_GV_TotemDance")
- OnTimer("LUC_GV_TotemDie")
- OnTimer("setOffStage")
- OnTimer("SmokeClears")
- OnTimer("StartDelay")
- OnTimer("SwitchActive")
- OnTimer("UpdateHidden")
- OnTimer("UpdateMine")
- OnTimer("UpdatePressurePlate")
- OnTimer("UpdateShooting")
- OnTimer("UpdateShowing")
- OnTimer("UpdateSpewing")
- OnTimer("UpdateStatusApplier")
- OnTimer("VolcanoLand")
- OnTimer(%SurfaceTimer)
- OnUseItem(_,__Me)
- OnUseItem(_Char,__Me)
- OnUseItem(_Player,__Me)
- OnUseItem(_Source,__Me)
- OnUseItem(_User,__Me)
- PlayEffectAt(%BoneTotem,"FX_Skills_Ranger_Resurrect_Prepare_A")
- PlayEffectAt(%Door, "FX_GP_TeleportSmoke_A")
- PlayEffectAt(%SkeletonBoss,"FX_Env_Fire_Blue_A")
- PlayEffectAt(__Me, "FX_GP_StarStone_Up_A")
- PlayEffectAt(__Me, "FX_GP_TeleportSmoke_A")
- PlayEffectAt(__Me,"FX_Creatures_Ghost_A_Death")
- PlayEffectAt(__Me,"FX_GP_StarStone_Up_A")
- PlayEffectAt(__Me,"FX_GP_TeleportSmoke_A")
- PlayEffectAt(_FireSkeleton,"FX_Skills_Ranger_Resurrect_Cast_A")
- PlayEffectAt(_FireSkeleton,"FX_Skills_Ranger_Resurrect_Impact_A")
- PlayEffectAt(_position,"FX_GP_TeleportSmoke_A")
- PlaySound(__Me, "Items_Puzzle_PressurePlate")
- Reset()
- RotateY(_TargetDir,_Rotation)
- Set(%Active, 0)
- Set(%Active,0)
- Set(%Active,1)
- Set(%AllowSingleIgnite,0)
- Set(%Brasero1Lit, 0)
- Set(%Brasero1Lit, 1)
- Set(%Brasero2Lit, 0)
- Set(%Brasero2Lit, 1)
- Set(%Brasero3Lit, 0)
- Set(%Brasero3Lit, 1)
- Set(%Brasero4Lit, 0)
- Set(%Brasero4Lit, 1)
- Set(%BurningFX,null)
- Set(%CLOSEST, %DistanceCheck)
- Set(%CLOSEST, _Distance)
- Set(%CommentTree,1)
- Set(%Counter, 0)
- Set(%Counting, 0)
- Set(%Counting, 1)
- Set(%CurrentActive,%Sentinel1)
- Set(%CurrentActive,%Sentinel2)
- Set(%CurrentActive,%Sentinel3)
- Set(%CurrentActive,%Sentinel4)
- Set(%CurrentIsVisible,%NewIsVisible)
- Set(%CurrentIsVisible,0)
- Set(%CurrentIsVisible,1)
- Set(%CurrentPercentage,%NewWeight)
- Set(%CurrentPercentage,%Scale1Weight)
- Set(%CurrentPercentage,%Scale2Weight)
- Set(%CurrentPercentage,0.5)
- Set(%currentState, "")
- Set(%currentState,"")
- Set(%CurrentState,%WantedState)
- Set(%CurrentState,-1)
- Set(%DeadCyclopsCounter,99)
- Set(%DelayTime,%SavedDelayTime)
- Set(%DelayTime,0)
- Set(%DoDialog,0)
- Set(%EffectHandle,0)
- Set(%ExtraType, %Type)
- Set(%FlameFX,0)
- Set(%Fx,0)
- Set(%GasRadiusCheck,%GasRadius)
- Set(%GoblinGathered, 0)
- Set(%Handle,0)
- Set(%HasBeenWet,1)
- Set(%internalState, %currentState)
- Set(%InTheKilling, 0)
- Set(%InTheKilling, 1)
- Set(%IsOn,0)
- Set(%IsOn,1)
- Set(%Miner,_Char)
- Set(%Miner,null)
- Set(%NewIsVisible,0)
- Set(%NewIsVisible,1)
- Set(%NewWeight,0)
- Set(%NewWeight,1)
- Set(%Open, 0)
- Set(%Open, 1)
- Set(%PreviousPercentage,%CurrentPercentage)
- Set(%SavedDelayTime,%DelayTime)
- Set(%ScanForPlayer,0)
- Set(%ScanForPlayer,1)
- Set(%Seen,1)
- Set(%ShrikeAlive,1)
- Set(%SmokeFX,0)
- Set(%SpewingGas,0)
- Set(%SpewingGas,1)
- Set(%StartLit,0)
- Set(%State, 0)
- Set(%State, 1)
- Set(%StillActive, 0)
- Set(%Target,_Char)
- Set(%Target,null)
- Set(%Triggered,1)
- Set(%UsedBy,_Char)
- Set(%UsedBy,null)
- Set(%User,_Player)
- Set(%WantedState,%CurrentState)
- Set(%WantedState,0)
- Set(%WantedState,1)
- Set(%WantedState,2)
- Set(_i, 0)
- Set(_MyPos,_Pos)
- Set(_Pos,_MyPos)
- Set(_TotalWeight,%Scale1Weight)
- SetMaterial(__Me,"39ae3071-a9bd-42cf-9291-82df3c272d6e",3,1,1,1,1,1,0)
- SetMaterial(__Me,3c7f47ad-4fc2-4e9d-a3c2-b5f9c10b0d4a,-1,1,1,1)
- SetMaterial(_SpawnedCyclops,3c7f47ad-4fc2-4e9d-a3c2-b5f9c10b0d4a,-1,1,1,1)
- SetPriority("BossIsDeadSpawnGhostVersion",0)
- SetPriority("CallForHelp", 0)
- SetPriority("Dance", 0)
- SetPriority("Die", 0)
- SetPriority("Discover",0)
- SetPriority("DisplayDirections", 0)
- SetPriority("DisplayDirections", 1060)
- SetPriority("EffectivelyRotate", 0)
- SetPriority("EffectivelyRotate", 1100)
- SetPriority("LaunchTimer", 0)
- SetPriority("LaunchTimer", 1000)
- SetPriority("ReactOnPlayerOutside", 0)
- SetPriority("ShootBallista",0)
- SetPriority("ShootBallista",100)
- SetPriority("Shooting",0)
- SetPriority("Shooting",1000)
- SetPriority("UpDown", 0)
- SetPriority(%currentAction, 0)
- SetPriority(%currentAction, 1100)
- SetPriority(%currentState, 1000)
- SetPriority(%Farce, 1001)
- SetPriority(%internalState, 0)
- SetPriority(CanalInterruptedFX,0)
- SetPriority(CanalInterruptedFX,500)
- SetPriority(PercentageChance,0)
- SetPriority(PercentageChance,100)
- SetVar(__Me,"IsStatusOn",INT:0)
- SetVar(__Me,"IsStatusOn",INT:1)
- SetVisible(__Me,%CurrentIsVisible)
- SetVisible(__Me,1)
- ShootLocalCone(%ConeSkill,__Me,%Offset,_Dir,%CasterLevel)
- ShootLocalProjectile("Projectile_TrapFireballWithSurface",__Me,{0;0;0},_Dir,15)
- ShootLocalProjectile(%ProjectileSkill,__Me,%Offset,_Dir,%CasterLevel)
- ShootLocalProjectile(_Skill,__Me,%Offset,_Dir,_Level)
- ShootLocalProjectileAt("Projectile_EnemyFireball",__Me,_Offset,%Target,3)
- ShootLocalProjectileAt(Projectile_TotemKillingSpell, __Me, {0;20;0}, _Char)
- ShootWorldProjectileAt(%ProjectileSkill,ITEM:null,_Pos,_MyPos,%CasterLevel)
- Sleep(%DelayTime)
- Sleep(%SleepBeforeFX)
- Sleep(%SleepTime)
- Sleep(0.2)
- Sleep(0.8)
- Sleep(1)
- Sleep(1.0)
- Sleep(10)
- Sleep(15)
- Sleep(15.0)
- Sleep(2)
- Sleep(3)
- Sleep(5)
- Sleep(5.0)
- Sleep(6)
- Sleep(_SleepTime)
- SpawnCharacter(%char,%charSpawn,_pos,1)
- SpawnCharacter(_,%GhostBossRT,%SkeletonBoss,1)
- SpawnCharacter(_SpawnedCyclops,%CyclopsFighter,%FighterPosition,1)
- SpawnCharacter(_SpawnedCyclops,%CyclopsGhoul,%GhoulPosition,1)
- SpawnCharacter(_SpawnedCyclops,%CyclopsMage,%MagePosition,1)
- SpawnCharacter(_SpawnedCyclops,%CyclopsTank,%TankPosition,1)
- SpawnCharacter(_SpawnedCyclops,%CyclopsWitch,%WitchPosition,1)
- StartTimer("BallistaShooting",2.2,0)
- StartTimer("checkForSurface",0.1,-1)
- StartTimer("CYS_FightingDudes", 1.0, 0)
- StartTimer("LightSwitch",_Duration,0)
- StartTimer("LUC_GV_GatherGoblins",_Timer, 0)
- StartTimer("LUC_GV_TotemDance", 10, 0)
- StartTimer("LUC_GV_TotemDie", 10, 0)
- StartTimer("setOffStage", 2.0,0)
- StartTimer("SmokeClears",%SmokeTimer,1)
- StartTimer("StartDelay",%DelayTime,0)
- StartTimer("SwitchActive",6.0,-1)
- StartTimer("UpdateHidden",0.2,-1)
- StartTimer("UpdateMine",0.1,-1)
- StartTimer("UpdatePressurePlate",0.1,-1)
- StartTimer("UpdateShooting",%Timer,0)
- StartTimer("UpdateShowing",0.2,-1)
- StartTimer("UpdateSpewing",%Timer,-1)
- StartTimer("UpdateStatusApplier",0.1,-1)
- StartTimer("VolcanoLand",_SleepTime,0)
- StartTimer(%SurfaceTimer, %SurfaceDelay, 0)
- StopLoopEffect(%BurningFX)
- StopLoopEffect(%EffectHandle)
- StopLoopEffect(%FlameFX)
- StopLoopEffect(%Fx)
- StopLoopEffect(%Handle)
- StopLoopEffect(%SmokeFX)
- StopTimer("BallistaShooting")
- StopTimer("checkForSurface")
- StopTimer("LightSwitch")
- StopTimer("SwitchActive")
- StopTimer("UpdateHidden")
- StopTimer("UpdateMine")
- StopTimer("UpdatePressurePlate")
- StopTimer("UpdateShooting")
- StopTimer("UpdateShowing")
- StopTimer("UpdateSpewing")
- StopTimer("UpdateStatusApplier")
- Subtract(%Amount,1)
- Subtract(%Counter, 1)
- Subtract(%CurrentPercentage,1)
- Subtract(%DoorUnlocked, 1)
- Subtract(_Amount,1)
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