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Bandages System
Author Message
admin phoenix
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Post: #1
Bandages System
PHP Code:
// ###########################################################################​###########################################
// #                                                            #
// #                        BANDAGENFIX SYSTEM BY Admin Phoenix aka Levanthis            #
// #                                                            #
// #    Features:                                                    #
// #    Clean Poison                                                    #
// #    Raise up from Death                                                #
// #    Imbuing Bandages with Healing Potion to get some extra Hitpoints                        #
// #    Cleaing bloody Bandages to get new clean bandages                                #
// ###########################################################################​###########################################

[DEFNAME healing]
successcheck_veterinary        10.0
successcheck_veterinary_poison    30.0
successcheck_veterinary_death    35.0

[ITEMDEF 0ee9]
DUPEITEM=0e21

[ITEMDEF 0e21]
DEFNAME=i_bandage
NAME
=clean Bandagen
RESOURCES
=i_cloth
TYPE
=T_BANDAGE
WEIGHT
=.1
DUPELIST
=0ee9
CATEGORY
=Items Jobs
SUBSECTION
=Healer
DESCRIPTION
=Clean Bandages

ON
=@TARGON_ITEM
 
IF (<src.targ.baseid> == i_bottle_yellow) || (<src.targ.baseid> == i_potion_HealLess) || (<src.targ.baseid> == i_potion_Heal) || (<src.targ.baseid> == i_potion_HealGreat)
    IF (<
src.restest 1 <src.targ.baseid>>)
             
src.consume=<src.targ.baseid>
         
serv.newitem=i_bandage_imbue
       
IF (<src.targ.dmore2> <= 500)
         new.
name=<nameimbue with a weak Heal Potion.
        ELSEIF (<
src.targ.dmore2> > 500) && (<src.targ.dmore2> <= 600)
         new.
name=<nameimbue with a Heal Potion.
        ELSE
         new.
name=<nameimbue with a strong Heal Potion.
         ENDIF
         new.
more2=<src.targ.dmore2>
         IF (<
amount> <= 5)
            new.
amount=<amount>
            
src.consume=<amount> <baseid>
          ELSE
            new.
amount=5
            src
.consume=<baseid>
         ENDIF
        new.
bounce=<src.uid>
        
serv.newitem=i_bottle_empty
        
new.bounce=<src.uid>
        ELSE
            
src.smsg @<def0.def_smsg_norm>,<src.targ.nameshould bein your backpack.
        ENDIF
    ELSE
        
src.smsg @<def0.def_smsg_norm>,3 You can not use the bandage on it.
 ENDIF
RETURN 
1

[ITEMDEF i_bandage_imbue]
ID=i_bandage
NAME
=Clean Bandagen
RESOURCES
=i_cloth
TYPE
=T_BANDAGE
WEIGHT
=.1
DUPELIST
=0ee9
CATEGORY
=Items Berufe
SUBSECTION
=Healer
DESCRIPTION
=Clean Bandages with Heal Potion

[TYPEDEF T_BANDAGE]
ON=@DCLICK
IF (<src.flags>&statf_freeze) || (<src.flags>&statf_dead) || (<src.flags>&statf_stone) || (<src.flags>&statf_polymorph) || (<src.flags>&statf_invisible) || (<src.flags>&statf_insubstantial)
    
src.smsg In your condition you can not use it.
ELSEIF ( <
src.findlayer(layer_horse.uid)> )
    
src.smsg @<def0.def_smsg_norm>,3 You can not use it riding a horse.
ELSEIF !(<
src.restest 1 i_bandage>)
    
src.smsg You have no bandage on your backpack!
ELSEIF (<
src.ctag0.action>)
    
src.smsg You can not use the bandage at the moment!
ELSEIF (<
src.action> > 0)
    
src.smsg You are busy.
ELSE
    
    IF (<
src.findlayer(1).ID>)
        
src.findlayer(1).UNEQUIP
    
ENDIF
    IF (<
src.findlayer(2).ID>)
        
src.findlayer(2).UNEQUIP
    
ENDIF
    
    
TARGETG Choose the person you want to heal.
ENDIF
RETURN 
1

ON
=@TARGON_GROUND
serv
.newitem=i_gold
new.p=<src.targp>
IF (<new.
distance> > 2)
    
src.smsg @<def0.def_smsg_norm>,3 You are too far away.
ELSEIF (<new.
canseelos>)
    
src.smsg You drop the bandage on the ground.
    
p=<src.targp>
    
update
ELSE
    
src.smsg @<def0.def_smsg_norm>,3 You can not drop the bandage here.
ENDIF
new.
remove
RETURN 1

ON
=@TARGON_CHAR
IF (<src.findlayer(1).ID>)
    
src.findlayer(1).UNEQUIP
ENDIF
IF (<
src.findlayer(2).ID>)
    
src.findlayer(2).UNEQUIP
ENDIF

IF (<
src.ctag0.action>)
    
src.smsg You can not use the bandage again!
ELSEIF !(<
src.targ.canseelos>)
    
src.smsg @<def0.def_smsg_norm>,<src.targ.namenot in sight!
ELSEIF (<
src.targ.distance> > 1)
    
src.smsg @<def0.def_smsg_norm>,<src.targ.nameis too far away from you.
ELSEIF (<
src.targ.hits> >= <src.targ.maxhits>)
    
src.smsg @<def0.def_smsg_norm>,<src.targ.nameit fully healed.
ELSEIF (<
src.flags>&statf_freeze) || (<src.flags>&statf_stone) || (<src.flags>&statf_polymorph) || (<src.flags>&statf_invisible) || (<src.flags>&statf_insubstantial)
    
src.smsg @<def0.def_smsg_norm>,3 In your condition you can not use it.
ELSEIF (<
src.targ.flags>&statf_freeze) || (<src.targ.flags>&statf_stone) || (<src.targ.flags>&statf_invisible) || (<src.targ.flags>&statf_insubstantial)
    
src.smsg @<def0.def_smsg_norm>,3 You can not heal <src.targ.nameat the moment.
    
ELSEIF (<
src.targ.isplayer>)
    
    IF (<
src.targ.hits> < <src.targ.maxhits>)
        IF (<
src.targ.flags>&statf_poisoned)
            IF (<
src.healing> >= 60.0)
                IF (<
src.restest 3 i_bandage>)
                    IF (<EVAL 
RAND(<src.healing>)> > <eval Rand(<def0.successcheck_veterinary_poison>)>)
                        
f_healing_bandage_poison                 
                    
ELSE
                        
src.anim=010
                        src
.consume 3 i_bandage
                        src
.smsg @<def0.def_smsg_norm>,3 You failed healing <src.targ.namefrom poison.
                    ENDIF
                ELSE
                    
src.smsg @<def0.def_smsg_norm>,3 You don not have enough bandage to heal <src.targ.namefrom poison.
                    
                ENDIF
                RETURN 
1
            
ELSE
                
src.smsg @<def0.def_smsg_norm>,3 You are not good enough in healing.
            ENDIF
        ENDIF
        
        IF (<
src.targ.flags>&statf_dead)
            IF (<
src.healing> > 80.0)
                IF (<
src.restest 5 i_bandage>)
                    IF (<EVAL 
RAND(<src.healing>)> > <eval Rand(<def0.successcheck_veterinary_death>)>)
                        
f_healing_bandage_death
                    
ELSE
                        
src.anim=010
                        src
.consume 5 i_bandage
                        src
.smsg @<def0.def_smsg_norm>,3 You failed getting back <src.targ.namefrom the dark side.
                    ENDIF
                ELSE
                    
src.smsg @<def0.def_smsg_norm>,3 You don not have enough bandage to heal <src.targ.name>
                ENDIF
            ELSE
                
src.smsg @<def0.def_smsg_norm>,3 You are not good enough in healing.
            ENDIF
            RETURN 
1
        
ENDIF
        
        IF (<
src.restest 1 i_bandage>)
            IF (<EVAL 
RAND(<src.healing>)> > <eval Rand(<def0.successcheck_veterinary>)>)
                
src.smsg @<def0.def_smsg_norm>,3 You success healing <src.targ.name>.
                
f_healing_parameters <src.healing>,<more2>
                
f_healing_bandage_animation
            
ELSE
                
src.smsg @<def0.def_smsg_norm>,3 You failed healing <src.targ.name>.
                
src.anim=010
                src
.consume 1 i_bandage
            
ENDIF
        ELSE
            
src.smsg @<def0.def_smsg_norm>,3 You don not have enough bandage to heal <src.targ.name>.
        ENDIF
        
src.ctag0.action=1
        src
.timerf 2,ctag0.action=
        
    ELSE
        
src.smsg @<def0.def_smsg_norm>,<src.targ.namehas fully health.
    ENDIF
    RETURN 
1
    
// Begin Veterinary
ELSEIF !(<src.targ.isplayer>)
    
    IF (<
src.targ.hits> < <src.targ.maxhits>)
        
        
// Anfang Giftheilen
        
IF (<src.targ.flags>&statf_poisoned)
            IF (<
src.veterinary> >= 60.0)
                IF (<
src.restest 3 i_bandage>)
                    IF (<EVAL 
RAND(<src.veterinary>)> > <eval Rand(<def0.successcheck_veterinary_poison>)>)
                        
f_healing_bandage_poison
                    
ELSE
                        
src.anim=010
                        src
.consume 3 i_bandage
                        src
.smsg @<def0.def_smsg_norm>,3 You failed healing <src.targ.namefrom poison.
                    ENDIF
                ELSE
                    
src.smsg @<def0.def_smsg_norm>,3 You don not have enough bandage to heal <src.targ.namefrom poison.
                    
                ENDIF
                RETURN 
1
            
ELSE
                
src.smsg @<def0.def_smsg_norm>,3 You are not good enough in healing.
            ENDIF
            RETURN 
1
        
ENDIF
        
// End Giftheilen
        // Anfang normales Heilen
        
IF (<src.restest 1 i_bandage>)
            IF (<EVAL 
RAND(<src.veterinary>)> > <eval Rand(<def0.successcheck_veterinary>)>)
                
src.smsg @<def0.def_smsg_norm>,3 You success healing <src.targ.name>.
                
f_healing_parameters <src.veterinary>,<more2>
                
f_healing_bandage_animation
            
ELSE
                
src.smsg @<def0.def_smsg_norm>,3 You failed healing <src.targ.name>.
                
src.anim=010
                src
.consume 1 i_bandage
            
ENDIF
        ELSE
            
src.smsg @<def0.def_smsg_norm>,3 You don not have enough bandage to heal <src.targ.name>.
        ENDIF
        
// Ende normales Heilen
        
src.ctag0.action=1
        src
.timerf 2,ctag0.action=
    ELSE
        
src.smsg @<def0.def_smsg_norm>,<src.targ.namehas fully health.
    ENDIF
    
// Ende Tierheilung
    
ELSE
    
src.smsg @<def0.def_smsg_norm>,3 You can not heal this.
ENDIF
RETURN 
1
// Ende Heilung


[FUNCTION f_healing_parameters]
local.healing=<eval <argv[0]>/100>

doswitch <dlocal.healing>
    
src.targ.hits += <eval {1 2}> // 0
    
src.targ.hits += <eval {1 3}> // 10
    
src.targ.hits += <eval {2 6}> // 20
    
src.targ.hits += <eval {4 8}> // 30
    
src.targ.hits += <eval {6 12}> // 40
    
src.targ.hits += <eval {10 15}> // 50
    
src.targ.hits += <eval {12 19}> // 60
    
src.targ.hits += <eval {15 23}> // 70
    
src.targ.hits += <eval {17 27}> // 80
    
src.targ.hits += <eval {19 30}> // 90
    
src.targ.hits += <eval {23 33}> // 100
    
src.targ.hits += <eval {25 37}> // 110
    
src.targ.hits += <eval {28 40}> // 120
    
src.targ.hits += <eval {30 44}> // 130
    
src.targ.hits += <eval {34 48}> // 140
    
src.targ.hits += <eval {37 51}> // 150
enddo

IF (<dargv[1]> > 0)
    
src.targ.hits +=<eval <argv[1]>/50>
    
src.smsg @<def0.def_smsg_norm>,3 Imbue bandages give you some extra hitpoints.
ENDIF

[FUNCTION 
f_healing_bandage_animation]
                
src.anim=010
                src
.consume 1 i_bandage
                local
.amount=<eval {1 4}>
                IF (<
dlocal.amount> > 1)
                    
serv.newitem i_bandage_bloody
                    
new.bounce
                
ENDIF
                IF (<
src.targ.hits> > <src.targ.maxhits>)
                    
src.targ.hits=<src.targ.maxhits>
                ENDIF
                
[FUNCTION 
f_healing_bandage_poison]
                        
src.smsg @<def0.def_smsg_norm>,3 You clean the blood from poison.
                        
src.targ.flags &=~ statf_poisoned
                        src
.targ.findlayer(layer_flag_poison).remove
                        src
.targ.update
                        src
.consume 3 i_bandage
                        serv
.newitem i_bandage_bloody,<eval {1 3}>
                        new.
bounce
                        src
.anim=010

[FUNCTION f_healing_bandage_death]                    
                        
src.smsg @<def0.def_smsg_norm>,3 You raised <src.targ.namefrom the death.
                        
src.smsg @<def0.def_smsg_norm>,3 You were raised from the death from <src.name>.
                        
src.targ.spelleffect s_resurrection 1000
                        src
.consume 5 i_bandage
                        serv
.newitem i_bandage_bloody,<eval {1 5}>
                        new.
bounce
                        src
.anim=010

[ITEMDEF 0e22]
DUPEITEM=0e20

[ITEMDEF 0e20]
DEFNAME=i_bandage_bloody
TYPE
=T_BANDAGE_BLOOD
RESOURCES
=1 I_BANDAGE 1 I_BLOOD
WEIGHT
=.1
CATEGORY
=Items Berufe
SUBSECTION
=Healer
DESCRIPTION
=BLOODY BANDAGES
DUPELIST
=0e22

ON
=@DCLICK
IF (<src.restest <baseid>>)
    
    IF (<
src.findlayer(1).ID>)
        
src.findlayer(1).UNEQUIP
    
ENDIF
    IF (<
src.findlayer(2).ID>)
        
src.findlayer(2).UNEQUIP
    
ENDIF
    
    
target Where you wanna clean the bloody bandage?
ELSE
    
src.smsg @<def0.def_smsg_norm>,3 You don not have <namein your backpack.
ENDIF
RETURN 
1

ON
=@TARGON_CHAR
src
.smsg @<def0.def_smsg_norm>,3 You can not do this!
RETURN 
1

ON
=@TARGON_GROUND
serv
.newitem=i_gold
new.p=<src.targp>
IF ((<new.
isneartype.P t_water_wash 0>) || (<new.isneartype.P t_water 0>))
    new.
remove
    src
.anim=021
    src
.smsg You cleaned the bloody bandages.
    
serv.newitem=i_bandage
    local
.amount=<eval {<amount>/2> <amount>}>
    IF (<
dlocal.amount> == 0)
        
local.amount=1
    
ENDIF
    new.
amount=<dlocal.amount>
    new.
bounce
    remove
    
RETURN 1
ELSE
    new.
remove
    src
.smsg @<def0.def_smsg_norm>,3 You can not clean the bloody bandages there.
    RETURN 
1
ENDIF

ON=@TARGON_ITEM
IF ((<src.targ.baseid> == i_water_bloody)  || (<src.targ.type> == t_water) || (<src.targ.type> == t_water_wash) ||(<src.targ.baseid> == i_wash_basin) || (<src.targ.baseid> == i_barrel_water) || (<src.targ.baseid> == i_tub_water))
    
src.anim=021
    src
.smsg You clean the blood bandages.
    
serv.newitem=i_bandage
    
new.amount=<amount>
    new.
bounce
    remove
    
RETURN 1
ENDIF

[
EOF
08-15-2014 05:16 PM
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