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itemscriptExamples

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Jul 3rd, 2014
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  1. Add(%Counter, 1)
  2. Add(%DeadCyclopsCounter,1)
  3. Add(%DoorUnlocked, 1)
  4. Add(%EnemyKillCount,1)
  5. Add(%GasRadiusCheck,0.5)
  6. Add(%GoblinGathered, 1)
  7. Add(%NewWeight,_Weight)
  8. Add(_i, 1)
  9. Add(_MyPos,_TargetDir)
  10. Add(_Pos,%HeightOffset)
  11. Add(_Pos,_SrcOffset)
  12. Add(_SleepTime,0.5)
  13. Add(_TotalWeight,%Scale2Weight)
  14. AddTemporaryStatusInfluence(_Character,%Status,%StatusInfluence,%ExtraData,%IsWeather)
  15. CanSee(__Me,_Character)
  16. CharacterAvoidsTraps(_Char)
  17. CharacterCanSee(_Char,__Me)
  18. CharacterConsume(%PoisonVictim,%ApplyPoison)
  19. CharacterConsume(_Char,TOTEM_Strength)
  20. CharacterConsume(_User,%ApplyPotion)
  21. CharacterDie(_Character)
  22. CharacterEvent(%PoisonVictim,"HIB_Boreas_StartConversation")
  23. CharacterEvent(%TalkingGoblin,"LUC_GoblinBridges_Barrels")
  24. CharacterEvent(_Char,"HiddenTrapReveal")
  25. CharacterEvent(_Char,_Event)
  26. CharacterEvent(_Player,"DAF_PlayersSeesFirstTree")
  27. CharacterGet(_FireSkeleton,__Me,30,Random,null,Ally,null,DYING)
  28. CharacterGet(_player, __Me, %Distance, Lowest, Distance, Player)
  29. CharacterGet(_player, __Me, 6, Lowest, Distance, Player)
  30. CharacterGet(_Player, __Me, 8, COMPARE:Lowest, Distance, Player)
  31. CharacterGet(_Player,__Me,8,Lowest,Distance,Player)
  32. CharacterGet(_Target,__Me,5,Random,Distance,Enemy)
  33. CharacterGetStat(_Perception,_Char,Perception)
  34. CharacterGetStat(_Perception,_Char,TrapPerception)
  35. CharacterGetStat(_TrapDetection,_Char,TrapDetection)
  36. CharacterGetStat(_Weight,_Char,Weight)
  37. CharacterGetTemplate(_Character,_Template)
  38. CharacterGetTemplate(_FireSkeleton,_FireSkelTemplate)
  39. CharacterHasStatus(%UsedBy,COMBAT)
  40. CharacterHasStatus(_Target,INVISIBLE)
  41. CharacterHasStatus(_Target,SNEAKING)
  42. CharacterHasStatus(_User,"CHILLED")
  43. CharacterHasStatus(_User,"CONSUME")
  44. CharacterIsDead(%SkeletonBoss)
  45. CharacterIsDead(_Char)
  46. CharacterIsDead(_Character)
  47. CharacterIsEnemy(%UsedBy, _Char)
  48. CharacterIsFloating(_Char)
  49. CharacterIsInParty(_Char)
  50. CharacterIsPlayer(_Char)
  51. CharacterIsPlayer(_Target)
  52. CharacterItemEvent(%CurrentActive,__Me,"HIB_SentinelActive")
  53. CharacterItemEvent(%CurrentActive,__Me,"HIB_SentinelInactive")
  54. CharacterItemEvent(%CurrentActive,__Me,%OnEvent)
  55. CharacterItemEvent(%Sentinel1,__Me,"HIB_SentinelAlarm")
  56. CharacterItemEvent(%Sentinel2,__Me,"HIB_SentinelAlarm")
  57. CharacterItemEvent(%Sentinel3,__Me,"HIB_SentinelAlarm")
  58. CharacterItemEvent(%Sentinel4,__Me,"HIB_SentinelAlarm")
  59. CharacterItemEvent(%UsedBy,__Me,%Event)
  60. CharacterItemEvent(%UsedBy,__Me,%Event0)
  61. CharacterItemEvent(%UsedBy,__Me,%Event1)
  62. CharacterItemEvent(%UsedBy,__Me,%Event2)
  63. CharacterItemEvent(%UsedBy,__Me,%EventOff)
  64. CharacterItemEvent(%UsedBy,__Me,%EventOn)
  65. CharacterItemEvent(_Char,%Stone,"LUC_IC_StarStoneZapped")
  66. CharacterItemEvent(_Char,__Me,"GLO_StarStoneZap")
  67. CharacterItemEvent(_Char,__Me,"MinespotUsed")
  68. CharacterItemEvent(_Char,__Me,%EventOn)
  69. CharacterItemEvent(_Player,__Me,"HIB_FirePrinceFlame_Talking")
  70. CharacterItemEvent(null, __Me, %Event1On)
  71. CharacterItemEvent(null, __Me, %Event2On)
  72. CharacterItemEvent(null, __Me, %Event3On)
  73. CharacterItemEvent(null, __Me, %Event4On)
  74. CharacterItemEvent(null, __Me, %EventOff)
  75. CharacterItemEvent(null, __Me, %EventOn)
  76. CharacterItemEvent(null,__Me,%EventEqual)
  77. CharacterItemEvent(null,__Me,%EventOff)
  78. CharacterItemEvent(null,__Me,%EventOn)
  79. CharacterItemEvent(null,__Me,%EventUnequal)
  80. CharacterPlayEffect(%User,"FX_GP_GoldSparkles_A")
  81. CharacterPlayEffect(_Character,"FX_GP_DeathStroke_A")
  82. CharacterRemoveStatus(_User,CHILLED)
  83. CharacterResurrect(_FireSkeleton)
  84. Check()
  85. Clamp(%CurrentPercentage,0,1)
  86. CombatLogText(%BoneTotem,"CYS_CharredPlains_TotemRezzesSkeletons_Battlelog",0,1)
  87. ContainsSurface(__Me,%GasRadius,%GasType)
  88. ContainsSurface(__Me,%GasRadius,%SurfaceCheck)
  89. ContainsSurface(__Me,%GasRadiusCheck,CloudExplosion)
  90. CreateSurfaceAt(__Me, %SurfaceType, %SurfaceRadius)
  91. CreateSurfaceAt(__Me,%GasType,%GasRadius)
  92. CreateSurfaceAt(__Me,%SurfaceType,%SurfaceRadius)
  93. CreateSurfaceAt(__Me,%SurfaceType,%WaterPuddleSize)
  94. CreateSurfaceAt(__Me,None,%GasRadius)
  95. DebugText(%Player1,"Death registered!")
  96. DebugText(%Player2,"Death registered!")
  97. DebugText(__Me, "0%")
  98. DebugText(__Me, "1%")
  99. DebugText(__Me, "10%")
  100. DebugText(__Me, "100%")
  101. DebugText(__Me, "101%")
  102. DebugText(__Me, "110%")
  103. DebugText(__Me, "120%")
  104. DebugText(__Me, "130%")
  105. DebugText(__Me, "140%")
  106. DebugText(__Me, "150%")
  107. DebugText(__Me, "160%")
  108. DebugText(__Me, "170%")
  109. DebugText(__Me, "180%")
  110. DebugText(__Me, "190%")
  111. DebugText(__Me, "20%")
  112. DebugText(__Me, "200%+")
  113. DebugText(__Me, "30%")
  114. DebugText(__Me, "40%")
  115. DebugText(__Me, "50%")
  116. DebugText(__Me, "60%")
  117. DebugText(__Me, "70%")
  118. DebugText(__Me, "80%")
  119. DebugText(__Me, "90%")
  120. DebugText(__Me, "defefef")
  121. DebugText(__Me,"CharacterItemEvent: ([1])([2])([3])",_Char,_Item,_Event)
  122. DebugText(__Me,"Close")
  123. DebugText(__Me,"I'm so dead!")
  124. DebugText(__Me,"Open")
  125. DialogStart("CYS_AD_NickHeadShow",__Me)
  126. DialogStart("CYS_AD_Shell",__Me)
  127. DisplayText(%Miner,%OreMinedText,2)
  128. DisplayText(%User,"GLO_FailedUse",5)
  129. DisplayText(%User,"GLO_SuccessfulUse",5)
  130. DisplayText(__Me, "LUC_GV_TotemBack", 4)
  131. DisplayText(__Me, "LUC_GV_TotemDance", 4)
  132. DisplayText(__Me, "LUC_GV_TotemDie", 4)
  133. DisplayText(__Me, "LUC_GV_TotemDown", 4)
  134. DisplayText(__Me, "LUC_GV_TotemGather", 4)
  135. DisplayText(__Me, "LUC_GV_TotemRise", 4)
  136. DisplayText(__Me, "LUC_GV_TotemUp", 4)
  137. DisplayText(__Me, %DialogKey, %DisplayTime)
  138. DisplayText(__Me, %Directions, 7)
  139. DisplayText(__Me, _Talk, 4)
  140. DisplayText(__Me, _text, 5)
  141. DisplayText(__Me,"CMB_ScareCrowExplodes",2)
  142. DisplayText(__Me,"CYS_BallistaNotInCombat",3)
  143. DisplayText(__Me,"CYS_BallistaNotInRange",3)
  144. DisplayText(__Me,"GLO_MinespotDepleted",3)
  145. DisplayText(__Me,"GLO_MinespotInUse",3)
  146. DisplayText(__Me,"GLO_PressurePlateActivated",2.0)
  147. DisplayText(__Me,"LUC_MiningCampHatch_1",5)
  148. DisplayText(__Me,"LUC_MiningCampHatch_2",5)
  149. DisplayText(__Me,%Comment,5)
  150. DisplayText(__Me,%Comment1,5)
  151. DisplayText(__Me,%Comment2,5)
  152. DisplayText(__Me,%Epitaph1,3)
  153. DisplayText(__Me,%Epitaph2,3)
  154. DisplayText(__Me,%Epitaph3,3)
  155. DisplayText(__Me,%Epitaph4,3)
  156. DisplayText(__Me,%Epitaph5,3)
  157. DisplayText(__Me,_comment,5)
  158. DisplayText(__Me,_Text,5.0)
  159. DisplayText(_Char, _Text, 4)
  160. DisplayText(_Source, %DialogKey, %DisplayTime)
  161. Divide(%CurrentPercentage,%MaxWeight)
  162. Divide(%CurrentPercentage,_TotalWeight)
  163. ExplodeAt(__Me,%ExplosionProjectile,%CasterLevel)
  164. ExplodeAt(__Me,%ExplosionProjectile,%CasterLevel,_Target)
  165. ExplodeAt(__Me,%MineProjectile,%CasterLevel)
  166. ExplodeAt(__Me,%MineProjectile,%MineLevel)
  167. ExplodeAt(__Me,Projectile_EnemyFireball, 15)
  168. ExplodeAt(__Me,Projectile_TurretBillehgahr, 15)
  169. GetClosestPlayer(_Player)
  170. GetDistance(_Dist,_Char,__Me)
  171. GetDistance(_Distance, _Char, %UsedBy)
  172. GetDistance(_Distance,__Me,_Player)
  173. GetForwardDirection(%ShootTarget,_TargetDir)
  174. GetForwardDirection(__Me,_Dir)
  175. GetPosition(%ShootTarget,_Pos)
  176. GetPosition(__Me, _position)
  177. GetPosition(__Me,_pos)
  178. GetRandom(%currentAction, "Action_CallForHelp")
  179. GetRandom(%Farce, "UpDown", "Dance", "Die")
  180. GetRandom(%ShootTarget,%Player1,%Player2)
  181. GetRandom(_comment, "DAF_DarkForestWoman_01", "DAF_DarkForestWoman_02", "DAF_DarkForestWoman_03")
  182. 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")
  183. GetRandom(_Event, "AmbushReveal", "AmbushReveal2", "AmbushReveal3", "AmbushReveal4")
  184. GetRandom(_Event, "FakePerceptionReveal", "FakePerceptionReveal2", "FakePerceptionReveal3", "FakePerceptionReveal4")
  185. GetRandom(_Event, "HiddenPerceptionReveal", "HiddenPerceptionReveal2", "HiddenPerceptionReveal3", "HiddenPerceptionReveal4")
  186. GetRandom(_Event, "HiddenTrapReveal", "HiddenTrapReveal2", "HiddenTrapReveal3", "HiddenTrapReveal4")
  187. GetRandom(_Talk, "LUC_MushroomTalk1", "LUC_MushroomTalk2", "LUC_MushroomTalk3")
  188. GetRandom(_Target,%Target1,%Target2,%Target3)
  189. GetRandom(_text, "DAF_DarkForestWoman_AfterGivingRing_01", "DAF_DarkForestWoman_AfterGivingRing_02", "DAF_DarkForestWoman_AfterGivingRing_03")
  190. GetRandom(_text, "DAF_DarkForestWoman_CallPlayer_01", "DAF_DarkForestWoman_CallPlayer_02", "DAF_DarkForestWoman_CallPlayer_03")
  191. GetRandom(_Text, "LUC_WC_Mirror_01", "LUC_WC_Mirror_02", "LUC_WC_Mirror_03", "LUC_WC_Mirror_04")
  192. GetRandom(_Text,"HIB_SentinelMalfunctioning_1","HIB_SentinelMalfunctioning_2","HIB_SentinelMalfunctioning_3")
  193. GetRandomBetween(%SmokeTimer,60,120)
  194. GetRandomBetween(_Amount,INT:1,INT:3)
  195. GetRandomBetween(_Amount,INT:2,INT:5)
  196. GetRandomBetween(_Duration,0.5,2.0)
  197. GetRandomBetween(_Radius,0.0,%MaxRadius)
  198. GetRandomBetween(_Rotation,0.0,360.0)
  199. GetRandomBetween(_SleepTime,FLOAT:0.5,FLOAT:2.0)
  200. GetRandomBetween(_SleepTime,FLOAT:1.5,FLOAT:3.0)
  201. GetRandomBetween(_Timer,10,20)
  202. GetVar(%Scale1Percentage,%Scale1,"CurrentPercentage")
  203. GetVar(%Scale1Weight,%Scale1,"NewWeight")
  204. GetVar(%Scale2Percentage,%Scale2,"CurrentPercentage")
  205. GetVar(%Scale2Weight,%Scale2,"NewWeight")
  206. GetVar(_IsStatusOn,__Me,"IsStatusOn")
  207. GetVar(_Level,%Volcano,"CasterLevel")
  208. GetVar(_Skill,%Volcano,"ProjectileSkill")
  209. GlobalClearEvent("LUC_IT_MagicDoorsUnlock")
  210. GlobalSetEvent("DAF_CommentDFTreeDone")
  211. GlobalSetEvent("DAF_DarkForestWomanKilled")
  212. GlobalSetEvent("LUC_IT_MagicDoorsUnlock")
  213. Goto("Loop_Shooting")
  214. Interrupt("Shooting")
  215. Interrupt(PercentageChance)
  216. IsEqual(%Active, 1)
  217. IsEqual(%Active,1)
  218. IsEqual(%ActiveShooting,1)
  219. IsEqual(%AllowSingleIgnite,1)
  220. IsEqual(%ApplyPotion,"TOTEM_HIB_Altar_Fire")
  221. IsEqual(%Brasero1Lit, 1)
  222. IsEqual(%Brasero2Lit, 1)
  223. IsEqual(%Brasero3Lit, 1)
  224. IsEqual(%Brasero4Lit, 1)
  225. IsEqual(%BurningFX,null)
  226. IsEqual(%CommentTree,0)
  227. IsEqual(%Counter, 0)
  228. IsEqual(%Counter, 1)
  229. IsEqual(%Counter, 2)
  230. IsEqual(%Counting, 0)
  231. IsEqual(%currentAction, "")
  232. IsEqual(%CurrentActive,%Sentinel1)
  233. IsEqual(%CurrentActive,%Sentinel2)
  234. IsEqual(%CurrentActive,%Sentinel3)
  235. IsEqual(%CurrentIsVisible,%NewIsVisible)
  236. IsEqual(%CurrentIsVisible,0)
  237. IsEqual(%CurrentIsVisible,1)
  238. IsEqual(%CurrentPercentage, FLOAT:0.0)
  239. IsEqual(%CurrentPercentage, FLOAT:1)
  240. IsEqual(%CurrentPercentage, FLOAT:1.1)
  241. IsEqual(%CurrentPercentage,%PreviousPercentage)
  242. IsEqual(%CurrentPercentage,0.5)
  243. IsEqual(%CurrentPercentage,1)
  244. IsEqual(%currentState, "")
  245. IsEqual(%CurrentState,%WantedState)
  246. IsEqual(%CurrentState,0)
  247. IsEqual(%CurrentState,1)
  248. IsEqual(%DeadCyclopsCounter,11)
  249. IsEqual(%DeadCyclopsCounter,17)
  250. IsEqual(%DeadCyclopsCounter,23)
  251. IsEqual(%DeadCyclopsCounter,29)
  252. IsEqual(%DeadCyclopsCounter,5)
  253. IsEqual(%DelayTime,0)
  254. IsEqual(%DisplayMessage,1)
  255. IsEqual(%DoDialog,1)
  256. IsEqual(%DoorUnlocked, 4)
  257. IsEqual(%EnemyKillCount,0)
  258. IsEqual(%Event1On,null)
  259. IsEqual(%Event2On,null)
  260. IsEqual(%Event3On,null)
  261. IsEqual(%Event4On,null)
  262. IsEqual(%EventOff,null)
  263. IsEqual(%EventOn,null)
  264. IsEqual(%ExtraType, null)
  265. IsEqual(%GasType,CloudPoison)
  266. IsEqual(%GoblinGathered, 5)
  267. IsEqual(%HasBeenWet,0)
  268. IsEqual(%IAmTheGhostlyChest,0)
  269. IsEqual(%IAmTheGhostlyChest,1)
  270. IsEqual(%internalState, "")
  271. IsEqual(%internalState, %currentState)
  272. IsEqual(%IsLocked,0)
  273. IsEqual(%IsOn,1)
  274. IsEqual(%IsStatusOn,1)
  275. IsEqual(%IsTrap, 0)
  276. IsEqual(%Miner,_Char)
  277. IsEqual(%Miner,null)
  278. IsEqual(%NewIsVisible,0)
  279. IsEqual(%NewIsVisible,1)
  280. IsEqual(%Open, 1)
  281. IsEqual(%PreviousPercentage,0.5)
  282. IsEqual(%PreviousPercentage,1)
  283. IsEqual(%SavedDelayTime,0)
  284. IsEqual(%SayText, 1)
  285. IsEqual(%Scale1Percentage,1)
  286. IsEqual(%Scale1Weight,%Scale2Weight)
  287. IsEqual(%Scale2Percentage,1)
  288. IsEqual(%ScanForPlayer,1)
  289. IsEqual(%Seen,0)
  290. IsEqual(%ShrikeAlive,0)
  291. IsEqual(%SpewingGas,1)
  292. IsEqual(%StartLit,1)
  293. IsEqual(%State, 0)
  294. IsEqual(%StillActive, 1)
  295. IsEqual(%SurfaceCheck,None)
  296. IsEqual(%Target,null)
  297. IsEqual(%Triggered,0)
  298. IsEqual(%UsedBy,null)
  299. IsEqual(%WantedState,-1)
  300. IsEqual(%WantedState,0)
  301. IsEqual(%WantedState,1)
  302. IsEqual(_Amount,0)
  303. IsEqual(_Char,%Player1)
  304. IsEqual(_Char,%Player2)
  305. IsEqual(_Char,null)
  306. IsEqual(_Dmg, %ExtraType)
  307. IsEqual(_Dmg, %Type)
  308. IsEqual(_FireSkelTemplate,%FireSk_AxemanOrKnight_Tpl)
  309. IsEqual(_FireSkelTemplate,%FireSk_PikemanOrWarrior_Tpl)
  310. IsEqual(_FireSkelTemplate,%FireSk_Ranger_Tpl)
  311. IsEqual(_Item,null)
  312. IsEqual(_Template,%TargetTemplate1)
  313. IsEqual(_Template,%TargetTemplate2)
  314. IsEqual(_Template,%TargetTemplate3)
  315. IsEqual(_Template,%TargetTemplate4)
  316. IsGreaterThen(%Scale2Weight,%Scale1Weight)
  317. IsInSurface(__Me, %SurfaceOne)
  318. IsInSurface(__Me, %SurfaceTwo)
  319. IsLessThen(%Amount,1)
  320. IsLessThen(%CurrentPercentage, FLOAT:0.1)
  321. IsLessThen(%CurrentPercentage, FLOAT:0.2)
  322. IsLessThen(%CurrentPercentage, FLOAT:0.3)
  323. IsLessThen(%CurrentPercentage, FLOAT:0.4)
  324. IsLessThen(%CurrentPercentage, FLOAT:0.5)
  325. IsLessThen(%CurrentPercentage, FLOAT:0.6)
  326. IsLessThen(%CurrentPercentage, FLOAT:0.7)
  327. IsLessThen(%CurrentPercentage, FLOAT:0.8)
  328. IsLessThen(%CurrentPercentage, FLOAT:0.9)
  329. IsLessThen(%CurrentPercentage, FLOAT:1)
  330. IsLessThen(%CurrentPercentage, FLOAT:1.2)
  331. IsLessThen(%CurrentPercentage, FLOAT:1.3)
  332. IsLessThen(%CurrentPercentage, FLOAT:1.4)
  333. IsLessThen(%CurrentPercentage, FLOAT:1.5)
  334. IsLessThen(%CurrentPercentage, FLOAT:1.6)
  335. IsLessThen(%CurrentPercentage, FLOAT:1.7)
  336. IsLessThen(%CurrentPercentage, FLOAT:1.8)
  337. IsLessThen(%CurrentPercentage, FLOAT:1.9)
  338. IsLessThen(%CurrentPercentage, FLOAT:2)
  339. IsLessThen(_Dist,%MinDistance)
  340. IsLessThen(_Dist,_TrapDetection)
  341. IsLessThen(_Distance, %CLOSEST)
  342. IsLessThen(_Distance,%DetectionRange)
  343. IsLessThen(_i, 3)
  344. IsLessThen(_Perception,%MinPerception)
  345. IsSurface(__Me, %SurfaceRadius, %SurfaceType)
  346. IsSurface(__Me,%GasRadius,%GasType)
  347. IsVisible(__Me)
  348. ItemApplyStatus(__Me,BURNING)
  349. ItemClose(__Me)
  350. ItemDestroy(__Me)
  351. ItemDie(__Me)
  352. ItemEvent(%Door, "playFX")
  353. ItemEvent(%Door, "shutDown")
  354. ItemEvent(%Manager, "AddDoor")
  355. ItemEvent(%Manager, "SubDoor")
  356. ItemEvent(%Manager,"load")
  357. ItemEvent(%Manager,"unload")
  358. ItemEvent(%ScaleIndicator,"ScaleWeightChange")
  359. ItemEvent(__Me, "CheckBraserosState")
  360. ItemEvent(__Me, "DanceForMe")
  361. ItemEvent(__Me, "DieForMe")
  362. ItemEvent(__Me, "fire")
  363. ItemEvent(__Me, "gatherRound")
  364. ItemEvent(__Me, "GetDown")
  365. ItemEvent(__Me, "GetUp")
  366. ItemEvent(__Me, "goBackTent")
  367. ItemEvent(__Me, "HasBeenHitBySourceMagic")
  368. ItemEvent(__Me, "MakeDemonAppear")
  369. ItemEvent(__Me, "Open")
  370. ItemEvent(__Me, "ressurectGob")
  371. ItemEvent(__Me, "ResumeSparring")
  372. ItemEvent(__Me, "shutDown")
  373. ItemEvent(__Me,"CheckState")
  374. ItemEvent(__Me,"Mine")
  375. ItemEvent(__Me,"MineChange")
  376. ItemEvent(__Me,"PressurePlateChange")
  377. ItemEvent(__Me,"ScaleIndicatorChange")
  378. ItemEvent(__Me,"WaypointDiscovered")
  379. ItemEvent(__Me,%EventOff)
  380. ItemEvent(__Me,%EventOn)
  381. ItemEvent(_Target,"HIB_VolcanoShoot")
  382. ItemGetStat(_Weight,_Item,Weight)
  383. ItemHasStatus(__Me,BURNING)
  384. ItemHasStatus(__Me,FROZEN)
  385. ItemIsDestroyed(_Item)
  386. ItemIsFalling(_Item)
  387. ItemIsMoving(__Me)
  388. ItemIsMoving(_Item)
  389. ItemLookAt(%Look, 10000)
  390. ItemLookAt(%Target,30)
  391. ItemOpen(__Me)
  392. ItemPlayAnimation("idle")
  393. ItemPlayAnimation("Off")
  394. ItemPlayAnimation("On")
  395. ItemPlayAnimation("Shoot")
  396. ItemPlayAnimationTo("Lever",%CurrentPercentage,3)
  397. ItemPlayAnimationTo("Lever",0)
  398. ItemPlayAnimationTo("Lever",0.5)
  399. ItemPlayAnimationTo("Lever",1)
  400. ItemPlayAnimationTo("PressurePlate",%CurrentPercentage, 5)
  401. ItemPlayAnimationTo("PressurePlate",%CurrentPercentage,3)
  402. ItemPlayAnimationTo("PressurePlate",%CurrentPercentage,5)
  403. ItemPlayAnimationTo("PressurePlate",1,10)
  404. ItemPlayEffect(__Me, "FX_GP_CameraShake_B")
  405. ItemPlayEffect(__Me,%EffectName)
  406. ItemPlayEffect(__Me,%VisualFX)
  407. ItemPlayLoopEffect(%BurningFX,__Me,%BurnEffect,%BurnEffectBone)
  408. ItemPlayLoopEffect(%EffectHandle,__Me,"FX_GP_Light_Orange_A")
  409. ItemPlayLoopEffect(%EffectHandle,__Me,_Effect)
  410. ItemPlayLoopEffect(%FlameFX,__Me,"FX_Env_CampFire_A")
  411. ItemPlayLoopEffect(%Fx,__Me,"FX_GP_Burning_A")
  412. ItemPlayLoopEffect(%Fx,__Me,"FX_GP_GoldSparkles_A")
  413. ItemPlayLoopEffect(%Handle, __Me, "FX_GP_Quest_Wall_Magic_A")
  414. ItemPlayLoopEffect(%SmokeFX,__Me,"FX_Env_Smoke_Fire_A")
  415. ItemRemoveStatus(__Me,BURNING)
  416. ItemSetOnStage(%Door, 0)
  417. ItemSetOnStage(%Door, 1)
  418. ItemSetOnStage(%Light, 0)
  419. ItemSetOnStage(__Me, 0)
  420. ItemSetOnStage(__Me,%CurrentIsVisible)
  421. ItemSetOnStage(__Me,0)
  422. ItemSetOnStage(__Me,1)
  423. IterateCharactersNear(%User,20.0,"Wand_EnemyKillCheck")
  424. IterateCharactersNear(__Me, 30, "actuallyShoot")
  425. IterateCharactersNear(__Me,%Distance,"StatusApplier")
  426. IterateCharactersNear(__Me,%DistanceCheck,"BallistaCheck")
  427. IterateCharactersNear(__Me,%Range,"StarStoneCheck")
  428. IterateCharactersNear(__Me,18,"WaypointDiscover")
  429. IterateCharactersNear(__Me,30,"CYS_CharredPlains_TotemCheckEvent")
  430. IterateCharactersNear(__Me,5,"TotemInspire")
  431. IterateCharactersNear(__Me,5.0,"StarStoneCheck")
  432. IterateCharactersOnObject(__Me,"checkCharacter")
  433. IterateCharactersOnObject(__Me,"MineCheck")
  434. IterateCharactersOnObject(__Me,"PressurePlateCheck")
  435. IterateItemsOnObject(__Me,"MineCheck")
  436. IterateItemsOnObject(__Me,"PressurePlateCheck")
  437. IterateParty("HiddenObjectCheck")
  438. IterateParty("ShowingObjectCheck")
  439. Label("Loop_Shooting")
  440. Multiply(%CurrentPercentage,-1)
  441. Multiply(_TargetDir,_Radius)
  442. OnCharacterEvent(%BoneTotem,"CYS_CharredPlains_TimeToResurrectSkeletons")
  443. OnCharacterEvent(%CurrentActive,"HIB_SentinelSpotted")
  444. OnCharacterEvent(%Dreksis, "Rotate")
  445. OnCharacterEvent(%InterruptSource,%InterruptEvent)
  446. OnCharacterEvent(_,"DAF_DarkMarsh_CyclopsDied_Event")
  447. OnCharacterItemEvent(_,_,"Test1")
  448. OnCharacterItemEvent(_,_,"Test2")
  449. OnCharacterItemEvent(_,_,"Test3")
  450. OnCharacterItemEvent(_,_,"TestClose")
  451. OnCharacterItemEvent(_,_,"TestOpen")
  452. OnCharacterItemEvent(_,_,"TestPressureOn")
  453. OnCharacterItemEvent(_,_,%Event)
  454. OnCharacterItemEvent(_,_,%EventOff)
  455. OnCharacterItemEvent(_,_,%EventOn)
  456. OnCharacterItemEvent(_,_,%OffEvent)
  457. OnCharacterItemEvent(_,_,%OnEvent)
  458. OnCharacterItemEvent(_,_,%ShootEvent)
  459. OnCharacterItemEvent(_,_,%TurretEventOff)
  460. OnCharacterItemEvent(_,_,%TurretEventOn)
  461. OnCharacterItemEvent(_Char,_Item,_Event)
  462. OnDamage(%DamageType, _, _, _)
  463. OnDamage(_, _, _, _)
  464. OnDamage(_,_,_,_)
  465. OnDamage(_Dmg, _, _, _)
  466. OnDamage(DAMAGE:Fire, _, _, _)
  467. OnDamage(Fire, _, _Target, _)
  468. OnDamage(Fire,_,_,_)
  469. OnDie(_,_,_,_)
  470. OnGlobalEventSet("DAF_CommentDFTreeDone")
  471. OnGlobalEventSet("DAF_DarkMarsh_Ghosts_EndingEvent")
  472. OnGlobalEventSet("ShrikeIsDead")
  473. OnInit()
  474. OnItemEvent(%Door,"unlocked")
  475. OnItemEvent(__Me, "AddDoor")
  476. OnItemEvent(__Me, "back")
  477. OnItemEvent(__Me, "broken")
  478. OnItemEvent(__Me, "CheckBraserosState")
  479. OnItemEvent(__Me, "explode")
  480. OnItemEvent(__Me, "GoblinArrived")
  481. OnItemEvent(__Me, "killIntruder")
  482. OnItemEvent(__Me, "load")
  483. OnItemEvent(__Me, "PlayEffect")
  484. OnItemEvent(__Me, "playFX")
  485. OnItemEvent(__Me, "shutDown")
  486. OnItemEvent(__Me, "SubDoor")
  487. OnItemEvent(__Me, "unload")
  488. OnItemEvent(__Me,"CheckState")
  489. OnItemEvent(__Me,"CYS_ShellStopAD")
  490. OnItemEvent(__Me,"GLO_ScanForPlayer")
  491. OnItemEvent(__Me,"HIB_SentinelManager_Restart")
  492. OnItemEvent(__Me,"HIB_VolcanoShoot")
  493. OnItemEvent(__Me,"Mine")
  494. OnItemEvent(__Me,"MineChange")
  495. OnItemEvent(__Me,"MineCompletedSuccesfully")
  496. OnItemEvent(__Me,"MineFailed")
  497. OnItemEvent(__Me,"PressurePlateChange")
  498. OnItemEvent(__Me,"SawGoblin")
  499. OnItemEvent(__Me,"ScaleIndicatorChange")
  500. OnItemEvent(__Me,"ScaleWeightChange")
  501. OnItemEvent(__Me,"Shoot")
  502. OnItemEvent(__Me,"StoryReveal")
  503. OnItemStatus(%Brasero1, BURNING)
  504. OnItemStatus(%Brasero2, BURNING)
  505. OnItemStatus(%Brasero3, BURNING)
  506. OnItemStatus(%Brasero4, BURNING)
  507. OnItemStatus(__Me,BURNING)
  508. OnItemStatus(__Me,DYING)
  509. OnItemStatus(__Me,WET)
  510. OnItemStatusRemoved(%Brasero1, BURNING)
  511. OnItemStatusRemoved(%Brasero2, BURNING)
  512. OnItemStatusRemoved(%Brasero3, BURNING)
  513. OnItemStatusRemoved(%Brasero4, BURNING)
  514. OnItemStatusRemoved(__Me,BURNING)
  515. OnIterateCharacter(_Char, "actuallyShoot")
  516. OnIterateCharacter(_Char,"BallistaCheck")
  517. OnIterateCharacter(_Char,"checkCharacter")
  518. OnIterateCharacter(_Char,"HiddenObjectCheck")
  519. OnIterateCharacter(_Char,"MineCheck")
  520. OnIterateCharacter(_Char,"PressurePlateCheck")
  521. OnIterateCharacter(_Char,"ShowingObjectCheck")
  522. OnIterateCharacter(_Char,"StarStoneCheck")
  523. OnIterateCharacter(_Char,"TotemInspire")
  524. OnIterateCharacter(_Char,"WaypointDiscover")
  525. OnIterateCharacter(_Character,"StatusApplier")
  526. OnIterateCharacter(_Character,"Wand_EnemyKillCheck")
  527. OnIterateCharacter(_FireSkeleton,"CYS_CharredPlains_TotemCheckEvent")
  528. OnIterateItem(_Item,"MineCheck")
  529. OnIterateItem(_Item,"PressurePlateCheck")
  530. OnLoaded(_,_,_,_)
  531. OnShutdown()
  532. OnStatusCreateVisuals(BURNING)
  533. OnStatusDestroyVisuals(BURNING)
  534. OnTimer("BallistaShooting")
  535. OnTimer("checkForSurface")
  536. OnTimer("CYS_FightingDudes")
  537. OnTimer("LightSwitch")
  538. OnTimer("LUC_GV_GatherGoblins")
  539. OnTimer("LUC_GV_TotemDance")
  540. OnTimer("LUC_GV_TotemDie")
  541. OnTimer("setOffStage")
  542. OnTimer("SmokeClears")
  543. OnTimer("StartDelay")
  544. OnTimer("SwitchActive")
  545. OnTimer("UpdateHidden")
  546. OnTimer("UpdateMine")
  547. OnTimer("UpdatePressurePlate")
  548. OnTimer("UpdateShooting")
  549. OnTimer("UpdateShowing")
  550. OnTimer("UpdateSpewing")
  551. OnTimer("UpdateStatusApplier")
  552. OnTimer("VolcanoLand")
  553. OnTimer(%SurfaceTimer)
  554. OnUseItem(_,__Me)
  555. OnUseItem(_Char,__Me)
  556. OnUseItem(_Player,__Me)
  557. OnUseItem(_Source,__Me)
  558. OnUseItem(_User,__Me)
  559. PlayEffectAt(%BoneTotem,"FX_Skills_Ranger_Resurrect_Prepare_A")
  560. PlayEffectAt(%Door, "FX_GP_TeleportSmoke_A")
  561. PlayEffectAt(%SkeletonBoss,"FX_Env_Fire_Blue_A")
  562. PlayEffectAt(__Me, "FX_GP_StarStone_Up_A")
  563. PlayEffectAt(__Me, "FX_GP_TeleportSmoke_A")
  564. PlayEffectAt(__Me,"FX_Creatures_Ghost_A_Death")
  565. PlayEffectAt(__Me,"FX_GP_StarStone_Up_A")
  566. PlayEffectAt(__Me,"FX_GP_TeleportSmoke_A")
  567. PlayEffectAt(_FireSkeleton,"FX_Skills_Ranger_Resurrect_Cast_A")
  568. PlayEffectAt(_FireSkeleton,"FX_Skills_Ranger_Resurrect_Impact_A")
  569. PlayEffectAt(_position,"FX_GP_TeleportSmoke_A")
  570. PlaySound(__Me, "Items_Puzzle_PressurePlate")
  571. Reset()
  572. RotateY(_TargetDir,_Rotation)
  573. Set(%Active, 0)
  574. Set(%Active,0)
  575. Set(%Active,1)
  576. Set(%AllowSingleIgnite,0)
  577. Set(%Brasero1Lit, 0)
  578. Set(%Brasero1Lit, 1)
  579. Set(%Brasero2Lit, 0)
  580. Set(%Brasero2Lit, 1)
  581. Set(%Brasero3Lit, 0)
  582. Set(%Brasero3Lit, 1)
  583. Set(%Brasero4Lit, 0)
  584. Set(%Brasero4Lit, 1)
  585. Set(%BurningFX,null)
  586. Set(%CLOSEST, %DistanceCheck)
  587. Set(%CLOSEST, _Distance)
  588. Set(%CommentTree,1)
  589. Set(%Counter, 0)
  590. Set(%Counting, 0)
  591. Set(%Counting, 1)
  592. Set(%CurrentActive,%Sentinel1)
  593. Set(%CurrentActive,%Sentinel2)
  594. Set(%CurrentActive,%Sentinel3)
  595. Set(%CurrentActive,%Sentinel4)
  596. Set(%CurrentIsVisible,%NewIsVisible)
  597. Set(%CurrentIsVisible,0)
  598. Set(%CurrentIsVisible,1)
  599. Set(%CurrentPercentage,%NewWeight)
  600. Set(%CurrentPercentage,%Scale1Weight)
  601. Set(%CurrentPercentage,%Scale2Weight)
  602. Set(%CurrentPercentage,0.5)
  603. Set(%currentState, "")
  604. Set(%currentState,"")
  605. Set(%CurrentState,%WantedState)
  606. Set(%CurrentState,-1)
  607. Set(%DeadCyclopsCounter,99)
  608. Set(%DelayTime,%SavedDelayTime)
  609. Set(%DelayTime,0)
  610. Set(%DoDialog,0)
  611. Set(%EffectHandle,0)
  612. Set(%ExtraType, %Type)
  613. Set(%FlameFX,0)
  614. Set(%Fx,0)
  615. Set(%GasRadiusCheck,%GasRadius)
  616. Set(%GoblinGathered, 0)
  617. Set(%Handle,0)
  618. Set(%HasBeenWet,1)
  619. Set(%internalState, %currentState)
  620. Set(%InTheKilling, 0)
  621. Set(%InTheKilling, 1)
  622. Set(%IsOn,0)
  623. Set(%IsOn,1)
  624. Set(%Miner,_Char)
  625. Set(%Miner,null)
  626. Set(%NewIsVisible,0)
  627. Set(%NewIsVisible,1)
  628. Set(%NewWeight,0)
  629. Set(%NewWeight,1)
  630. Set(%Open, 0)
  631. Set(%Open, 1)
  632. Set(%PreviousPercentage,%CurrentPercentage)
  633. Set(%SavedDelayTime,%DelayTime)
  634. Set(%ScanForPlayer,0)
  635. Set(%ScanForPlayer,1)
  636. Set(%Seen,1)
  637. Set(%ShrikeAlive,1)
  638. Set(%SmokeFX,0)
  639. Set(%SpewingGas,0)
  640. Set(%SpewingGas,1)
  641. Set(%StartLit,0)
  642. Set(%State, 0)
  643. Set(%State, 1)
  644. Set(%StillActive, 0)
  645. Set(%Target,_Char)
  646. Set(%Target,null)
  647. Set(%Triggered,1)
  648. Set(%UsedBy,_Char)
  649. Set(%UsedBy,null)
  650. Set(%User,_Player)
  651. Set(%WantedState,%CurrentState)
  652. Set(%WantedState,0)
  653. Set(%WantedState,1)
  654. Set(%WantedState,2)
  655. Set(_i, 0)
  656. Set(_MyPos,_Pos)
  657. Set(_Pos,_MyPos)
  658. Set(_TotalWeight,%Scale1Weight)
  659. SetMaterial(__Me,"39ae3071-a9bd-42cf-9291-82df3c272d6e",3,1,1,1,1,1,0)
  660. SetMaterial(__Me,3c7f47ad-4fc2-4e9d-a3c2-b5f9c10b0d4a,-1,1,1,1)
  661. SetMaterial(_SpawnedCyclops,3c7f47ad-4fc2-4e9d-a3c2-b5f9c10b0d4a,-1,1,1,1)
  662. SetPriority("BossIsDeadSpawnGhostVersion",0)
  663. SetPriority("CallForHelp", 0)
  664. SetPriority("Dance", 0)
  665. SetPriority("Die", 0)
  666. SetPriority("Discover",0)
  667. SetPriority("DisplayDirections", 0)
  668. SetPriority("DisplayDirections", 1060)
  669. SetPriority("EffectivelyRotate", 0)
  670. SetPriority("EffectivelyRotate", 1100)
  671. SetPriority("LaunchTimer", 0)
  672. SetPriority("LaunchTimer", 1000)
  673. SetPriority("ReactOnPlayerOutside", 0)
  674. SetPriority("ShootBallista",0)
  675. SetPriority("ShootBallista",100)
  676. SetPriority("Shooting",0)
  677. SetPriority("Shooting",1000)
  678. SetPriority("UpDown", 0)
  679. SetPriority(%currentAction, 0)
  680. SetPriority(%currentAction, 1100)
  681. SetPriority(%currentState, 1000)
  682. SetPriority(%Farce, 1001)
  683. SetPriority(%internalState, 0)
  684. SetPriority(CanalInterruptedFX,0)
  685. SetPriority(CanalInterruptedFX,500)
  686. SetPriority(PercentageChance,0)
  687. SetPriority(PercentageChance,100)
  688. SetVar(__Me,"IsStatusOn",INT:0)
  689. SetVar(__Me,"IsStatusOn",INT:1)
  690. SetVisible(__Me,%CurrentIsVisible)
  691. SetVisible(__Me,1)
  692. ShootLocalCone(%ConeSkill,__Me,%Offset,_Dir,%CasterLevel)
  693. ShootLocalProjectile("Projectile_TrapFireballWithSurface",__Me,{0;0;0},_Dir,15)
  694. ShootLocalProjectile(%ProjectileSkill,__Me,%Offset,_Dir,%CasterLevel)
  695. ShootLocalProjectile(_Skill,__Me,%Offset,_Dir,_Level)
  696. ShootLocalProjectileAt("Projectile_EnemyFireball",__Me,_Offset,%Target,3)
  697. ShootLocalProjectileAt(Projectile_TotemKillingSpell, __Me, {0;20;0}, _Char)
  698. ShootWorldProjectileAt(%ProjectileSkill,ITEM:null,_Pos,_MyPos,%CasterLevel)
  699. Sleep(%DelayTime)
  700. Sleep(%SleepBeforeFX)
  701. Sleep(%SleepTime)
  702. Sleep(0.2)
  703. Sleep(0.8)
  704. Sleep(1)
  705. Sleep(1.0)
  706. Sleep(10)
  707. Sleep(15)
  708. Sleep(15.0)
  709. Sleep(2)
  710. Sleep(3)
  711. Sleep(5)
  712. Sleep(5.0)
  713. Sleep(6)
  714. Sleep(_SleepTime)
  715. SpawnCharacter(%char,%charSpawn,_pos,1)
  716. SpawnCharacter(_,%GhostBossRT,%SkeletonBoss,1)
  717. SpawnCharacter(_SpawnedCyclops,%CyclopsFighter,%FighterPosition,1)
  718. SpawnCharacter(_SpawnedCyclops,%CyclopsGhoul,%GhoulPosition,1)
  719. SpawnCharacter(_SpawnedCyclops,%CyclopsMage,%MagePosition,1)
  720. SpawnCharacter(_SpawnedCyclops,%CyclopsTank,%TankPosition,1)
  721. SpawnCharacter(_SpawnedCyclops,%CyclopsWitch,%WitchPosition,1)
  722. StartTimer("BallistaShooting",2.2,0)
  723. StartTimer("checkForSurface",0.1,-1)
  724. StartTimer("CYS_FightingDudes", 1.0, 0)
  725. StartTimer("LightSwitch",_Duration,0)
  726. StartTimer("LUC_GV_GatherGoblins",_Timer, 0)
  727. StartTimer("LUC_GV_TotemDance", 10, 0)
  728. StartTimer("LUC_GV_TotemDie", 10, 0)
  729. StartTimer("setOffStage", 2.0,0)
  730. StartTimer("SmokeClears",%SmokeTimer,1)
  731. StartTimer("StartDelay",%DelayTime,0)
  732. StartTimer("SwitchActive",6.0,-1)
  733. StartTimer("UpdateHidden",0.2,-1)
  734. StartTimer("UpdateMine",0.1,-1)
  735. StartTimer("UpdatePressurePlate",0.1,-1)
  736. StartTimer("UpdateShooting",%Timer,0)
  737. StartTimer("UpdateShowing",0.2,-1)
  738. StartTimer("UpdateSpewing",%Timer,-1)
  739. StartTimer("UpdateStatusApplier",0.1,-1)
  740. StartTimer("VolcanoLand",_SleepTime,0)
  741. StartTimer(%SurfaceTimer, %SurfaceDelay, 0)
  742. StopLoopEffect(%BurningFX)
  743. StopLoopEffect(%EffectHandle)
  744. StopLoopEffect(%FlameFX)
  745. StopLoopEffect(%Fx)
  746. StopLoopEffect(%Handle)
  747. StopLoopEffect(%SmokeFX)
  748. StopTimer("BallistaShooting")
  749. StopTimer("checkForSurface")
  750. StopTimer("LightSwitch")
  751. StopTimer("SwitchActive")
  752. StopTimer("UpdateHidden")
  753. StopTimer("UpdateMine")
  754. StopTimer("UpdatePressurePlate")
  755. StopTimer("UpdateShooting")
  756. StopTimer("UpdateShowing")
  757. StopTimer("UpdateSpewing")
  758. StopTimer("UpdateStatusApplier")
  759. Subtract(%Amount,1)
  760. Subtract(%Counter, 1)
  761. Subtract(%CurrentPercentage,1)
  762. Subtract(%DoorUnlocked, 1)
  763. Subtract(_Amount,1)
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