mlyon83
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Missing Alchemy Menu
This code seems to work, however, it's not showing anything but text on client screen. There's no next page buttons or anything.
Code:
//Wren Feb 08 '04 - fixed referece to a type i_potion keg....type does not exist changed to check that baseid with i_keg_potion
//Wren Sep 25 '04 - added poisons to the craftables
[ITEMDEF 0f0e] //Empty Potion Bottle
DEFNAME = i_bottle_empty
TYPE = T_POTION_EMPTY
SKILLMAKE = TINKERING 21.3, t_tinker_tools
RESOURCES = 1 i_ingot_iron
VALUE = 9
WEIGHT = 1
CATEGORY = Provisions - Alchemy & Magic
SUBSECTION = Magical Items
DESCRIPTION = Empty Alchemist Bottle
ON=@DClick
TARGET Where do you want to fill the bottle from?
RETURN 1
ON=@Targon_item
IF (<SRC.TARG.TYPE> = t_corpse )
IF (<SRC.NECROMANCY> > 10.0 ) && (<SRC.NETHERLORE> > 10.0 ) //check for basic necromancy & netherlore
IF (0<SRC.TARG.TAG.HARVESTED> = 1 )
src.sysmessage You tear it apart but fail to find anything useful
return 1
ENDIF
IF ( !<src.restest 1 i_bottle_empty> )
src.sysmessage You dont have a bottle to put anything in..
return 1
ENDIF
IF ( !<src.restest 1 i_dagger_shadow> )
src.sysmessage You dont have a suitable dagger on you..
return 1
ENDIF
IF (<SRC.TARG.LINK> == 04fffffff) //npc
IF (<SRC.TARG.TIMER> < 240)
src.sysmessage This corpse is too old...
return 1
ENDIF
ELSEIF (<SRC.ACT.CONT.LINK.ISPlayer> )
IF (<SRC.TARG.TIMER> < 530) //pc
src.sysmessage This corpse is too old...
return 1
ENDIF
ENDIF
//do specific reags
//sacrifice
IF (<SRC.TARG.region.type>==i_multi_pentagram_necro)
IF (<SRC.TARG.AMOUNT> == 223) //lamb
IF (<SRC.NECROMANCY> > 10.0 ) && (<SRC.NETHERLORE> > 5.0 )
src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_lamb
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 211) //bear
IF (<SRC.NECROMANCY> > 49.9 ) && (<SRC.NETHERLORE> > 24.9 )
src.say <SRC.TARG.region.type> <SRC.TARG.AMOUNT>
src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_bear
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 231) || (<SRC.TARG.AMOUNT> == 216) //cow
IF (<SRC.NECROMANCY> > 19.9 ) && (<SRC.NETHERLORE> > 10.0 )
src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_cow
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 52) //snake
IF (<SRC.NECROMANCY> > 79.9 ) && (<SRC.NETHERLORE> > 39.9 )
src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_snake
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 400) //human
IF (<SRC.NECROMANCY> > 64.9 ) && (<SRC.NETHERLORE> > 40.0 )
src.sysmessage @0021 You kneel next to the man, as he is drawing his last shallow breaths you slit his throat, you see the deep terror in his eyes as you start to fill your bottle with the blood spurting out of his neck. The gurgling screams stop just as you gather the last drop...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_human
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 401) //human
IF (<SRC.NECROMANCY> > 64.9 ) && (<SRC.NETHERLORE> > 40.0 )
src.sysmessage @0021 You kneel next to the woman, as she is drawing her last shallow breaths you slit her throat, you see the deep terror in her eyes as you start to fill your bottle with the blood spurting out of her neck. The gurgling screams stop just as you gather the last drop...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_human
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ENDIF
ENDIF
ENDIF
//blood of your own
IF (<SRC.TARG.LINK.UID> == <SRC.UID>)
IF (<SRC.NECROMANCY> > 30.0 ) && (<SRC.NETHERLORE> > 15.0 )
src.sysmessage @0021 You kneel next to your lifeless corpse, with a sigh of despair you make a small incision on the wrist and draw blood into the waiting bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_own
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
//blood of servants
IF (<SRC.TARG.LINK.ISORDER> ) || (<SRC.TARG.LINK.ISCHAOS> )
IF (<SRC.NECROMANCY> > 50.0 ) && (<SRC.NETHERLORE> > 25.0 )
IF (<SRC.TARG.LINK.BODY> == c_man )
src.sysmessage @0021 You kneel next to the man, as he is drawing his last shallow breaths you slit his throat, you see the deep terror in his eyes as you start to fill your bottle with the blood spurting out of his neck. The gurgling screams stop just as you gather the last drop...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_servants
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSEIF (<SRC.TARG.LINK.BODY> == c_woman )
src.sysmessage @0021 You kneel next to the woman, as she is drawing her last shallow breaths you slit her throat, you see the deep terror in her eyes as you start to fill your bottle with the blood spurting out of her neck. The gurgling screams stop just as you gather the last drop...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_servants
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ENDIF
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
//blood of a murderer
IF !(<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.LINK.KILLS> > 3) || (<SRC.TARG.LINK.KARMA> < -2000)
IF (<SRC.NECROMANCY> > 80.0 ) && (<SRC.NETHERLORE> > 40.0 )
src.sysmessage @0021 You press your knife into the corpses blackened heart and fill your bottle with the blood dribbling out...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_murderer
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
//blood of the innocent
IF !(<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.LINK.KILLS> < 3) || (<SRC.TARG.LINK.KARMA> > -2000)
IF (<SRC.NECROMANCY> > 35.0 ) && (<SRC.NETHERLORE> > 20.0 )
src.sysmessage @0021 You press your knife into the corpses honest heart and fill your bottle with the blood dribbling out...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_innocent
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
//blood of liche
IF (<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.AMOUNT> == 24)
IF (<SRC.NECROMANCY> > 70.0 ) && (<SRC.NETHERLORE> > 35.0 )
src.sysmessage @0021 You peel back the rotting layers of flesh, using your knife you cut through the layers of decomposing muscle and skin until you find a vein, using your bottle you collect the thick blackened blood...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_liche
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
IF (<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.AMOUNT> == 26)
IF (<SRC.NECROMANCY> > 40.0 ) && (<SRC.NETHERLORE> > 20.0 )
src.sysmessage @0021 You peel back the rotting layers of flesh to scrape dust from its decrepid bones...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_wraith
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
//undeads
IF (<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.AMOUNT> == 154) || (<SRC.TARG.AMOUNT> == 50) || (<SRC.TARG.AMOUNT> == 3) || (<SRC.TARG.AMOUNT> == 56) || (<SRC.TARG.AMOUNT> == 970)
IF (<SRC.NECROMANCY> > 60.0) && (<SRC.NETHERLORE> > 30.0)
src.sysmessage @0021 You peel back the rotting layers of flesh to scrape dust from its decrepid bones...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_undead
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
//corpse essence
IF (<SRC.TARG.LINK> == 04fffffff)
IF (<SRC.TARG.AMOUNT> == 400)
IF (<SRC.NECROMANCY> > 25.0 ) && (<SRC.NETHERLORE> > 10.0 )
src.sysmessage @0021 You ignore the screams as you plunge your knife deep into his chest, you scoop up the blood spilling everywhere and hurriedly force it into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_corpse
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ELSEIF (<SRC.TARG.AMOUNT> == 401)
IF (<SRC.NECROMANCY> > 25.0 ) && (<SRC.NETHERLORE> > 10.0 )
src.sysmessage @0021 You ignore the screams as you plunge your knife deep into her chest, you scoop up the blood spilling everywhere and hurriedly force it into the bottle...
SRC.TARG.TAG.HARVESTED = 1
SRC.CONSUME=i_BOTTLE_EMPTY
SERV.NEWITEM i_blood_corpse
NEW.CONT <SRC.UID>
src.SKILLCHECK_START Skill_Necromancy
Return 1
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
ENDIF
ELSE
Src.sysmessage You dont have high enough skill to harvest this corpse
return 1
ENDIF
ENDIF
IF (<SRC.TARG.BASEID> != i_keg_potion )
src.sysmessage You can't fill the bottle from there.
return 1
endif
if ( (<SRC.TARG.morex> == 0) || (<SRC.TARG.MORE2> == 0) )
src.sysmessage The keg is empty.
return 1
endif
SOUND = snd_Z_END_LIQUID
SRC.NEWITEM = <SRC.TARG.MORE2>
SRC.ACT.MOREz = <SRC.TARG.MOREz> //restore skillvalue
SRC.ACT.ATTR = 0
SRC.ACT.TIMER = -1
SRC.ACT.CONT = <SRC.UID>
SRC.TARG.MOREX = <SRC.TARG.MOREX> - 1
IF (<SRC.TARG.MOREX> == 0)
SRC.TARG.NAME = //set original name
SRC.TARG.MORE2 = 0 //clear potion id
SRC.TARG.MOREz = 0 //clear makeskillvalue
SRC.SYSMESSAGE You fill the bottle with the last drops of the liquid.
ELSE
SRC.TARG.NAME = a <NAME> Keg(<SRC.TARG.MOREX>)
SRC.SYSMESSAGE You fill the bottle with the liquid.
ENDIF
CONSUME 1
RETURN 1
[ITEMDEF 0e9b] //Mortar & Pestle
DEFNAME = i_mortar_pestle
VALUE = 170
TYPE = t_script
RESOURCES = 5 i_ingot_iron
WEIGHT = 1
SKILLMAKE = TINKERING 70.0,t_tinker_tools
ON=@Create
MORE1 = 3
TAG.SKILL = 0.0
TAG.ID =
TYPE = T_MORTAR
ON = @Click
if ( 0<TAG.CLICKED> == 0 )
TAG.CLICKED = <TIME>
endif
MESSAGE <NAME>
if ( !strcmp( "<TAG.ID>", "" ) )
return 1
endif
if ( (<TIME> - <TAG.CLICKED>) > 15 )
MESSAGE (click again to clear)
else
NAME =
TAG.ID =
TAG.SKILL = 0.0
MESSAGE *You wash the mortar and clear the pestle*
endif
TAG.CLICKED = <TIME>
return 1
ON=@ContextMenuRequest
SRC.AddContextEntry 747,5121
ON=@ContextMenuSelect
IF (<ARGN>==747)
NAME =
TAG.ID =
TAG.SKILL = 0.0
MESSAGE *You wash the mortar and clear the pestle*
resendtooltip
ENDIF
ON=@DClick
if (<TOPOBJ.UID> != <SRC.UID> )
src.sysmessage You must have the mortar and pestle in your pack.
return 1
endif
if (<MORE1> != 3 )
SRC.NEWITEM i_mortar_pestle
SRC.ACT.BOUNCE
REMOVE
SRC.ACT.USE
return 1
endif
if ( !strcmp( "<TAG.ID>", "") )
SRC.ACT = <UID>
SRC.SKILLMENU sm_alchemy
return 1
endif
if (<SRC.ACTION> != -1 )
SRC.SYSMESSAGE You must wait to perform another action.
return 1
endif
SRC.NEWITEM <TAG.ID>
if ( (<SRC.ACT.TYPE> == t_potion) && (<SRC.RESTEST i_bottle_empty> == 0) )
SRC.SYSMESSAGE You have no bottles for your potion.
elseif (<SRC.RESTEST <SRC.ACT.RESOURCES>> == 0 )
SRC.SYSMESSAGE You need <SRC.ACT.RESMAKE> to produce <SRC.ACT.NAME>.
elseif ( !<SRC.CANMAKE <SRC.ACT.BASEID>> )
SRC.SYSMESSAGE You haven't got the faintest idea on how to produce <SRC.ACT.NAME>.
else
SRC.SYSMESSAGE You start producing <SRC.ACT.NAME>.
SRC.MAKEITEM = <TAG.ID>
SRC.TAG.MAKEITEM.LEVEL = <TAG.SKILL>
endif
//SRC.ACT.REMOVE
return 1
[FUNCTION dialog_skill_alchemy]
TAG.POTIONS = 0
VAR.CANMAKE = 0
DSA_POTION i_potion_CureLess
DSA_SKILL 15.0
DSA_DESC1 Instantly cures even the simpler
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_NightSight
DSA_SKILL 20.0
DSA_DESC1 Allows perfect sight even in the
DSA_DESC2 most pure darkness
DSA_DESC3 ""
DSA_POTION i_potion_RefreshLess
DSA_SKILL 30.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 stamina
DSA_DESC3 " "
DSA_POTION i_potion_HealLess
DSA_SKILL 33.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 health
DSA_DESC3 " "
DSA_POTION i_potion_ExplosionLess
DSA_SKILL 36.0
DSA_DESC1 When thrown, creates a small explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_AgilityLess
DSA_SKILL 40.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_StrengthLess
DSA_SKILL 45.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_PoisonLess
DSA_SKILL 45.0
DSA_DESC1 Used to apply a weak
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_ClevernessLess
DSA_SKILL 50.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_Refresh
DSA_SKILL 52.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of stamina
DSA_DESC3 " "
DSA_POTION i_potion_EmpowerLess
DSA_SKILL 53.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Heal
DSA_SKILL 54.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of health
DSA_DESC3 " "
DSA_POTION i_potion_Explosion
DSA_SKILL 55.0
DSA_DESC1 When thrown, creates an explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_Cure
DSA_SKILL 56.0
DSA_DESC1 Instantly cures even the average
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_Agility
DSA_SKILL 60.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_PermanenceLess
DSA_SKILL 61.0
DSA_DESC1 Doubles the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 ""
DSA_POTION i_potion_StoneSkin
DSA_SKILL 63.0
DSA_DESC1 Hardens the skin to stone, thus raising
DSA_DESC2 defense. It's effect is less noticeable
DSA_DESC3 the stronger the Armour equipped.
DSA_POTION i_potion_Strength
DSA_SKILL 64.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_Poison
DSA_SKILL 65.0
DSA_DESC1 Used to apply an average
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_ManaLess
DSA_SKILL 66.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 mana
DSA_DESC3 " "
DSA_POTION i_potion_Empower
DSA_SKILL 67.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Cleverness
DSA_SKILL 68.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_Permanence
DSA_SKILL 70.0
DSA_DESC1 Triples the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 " "
DSA_POTION i_potion_CureGreat
DSA_SKILL 71.0
DSA_DESC1 Instantly cures even the deadlier
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_RefreshGreat
DSA_SKILL 72.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of stamina
DSA_DESC3 " "
DSA_POTION i_potion_AgilityGreat
DSA_SKILL 74.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_ExplosionGreat
DSA_SKILL 76.0
DSA_DESC1 When thrown, creates a large explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_StrengthGreat
DSA_SKILL 78.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_SteelSkin
DSA_SKILL 80.0
DSA_DESC1 Hardens the skin to steel, thus raising
DSA_DESC2 defense. It's effect is less noticeable
DSA_DESC3 the stronger the Armour equipped.
DSA_POTION i_potion_Mana
DSA_SKILL 84.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of mana
DSA_DESC3 " "
DSA_POTION i_potion_HealGreat
DSA_SKILL 86.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of health
DSA_DESC3 " "
DSA_POTION i_potion_ClevernessGreat
DSA_SKILL 88.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_PermanenceGreat
DSA_SKILL 90.0
DSA_DESC1 Quads the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 " "
DSA_POTION i_potion_PoisonGreat
DSA_SKILL 90.0
DSA_DESC1 Used to apply a strong
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_EmpowerGreat
DSA_SKILL 93.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Invisibility
DSA_SKILL 95.0
DSA_DESC1 This potion renders every particle in your
DSA_DESC2 body translucent, as long as you remain
DSA_DESC3 imobile
DSA_POTION i_potion_Shrink
DSA_SKILL 97.0
DSA_DESC1 Shrinks small pets, allowing them to
DSA_DESC2 be carried with relative ease.
DSA_DESC3 " "
DSA_POTION i_potion_ManaGreat
DSA_SKILL 99.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of mana
DSA_DESC3 " "
DSA_POTION i_potion_ShrinkGreat
DSA_SKILL 100.0
DSA_DESC1 Shrinks large pets, allowing them to
DSA_DESC2 be carried with relative ease.
DSA_DESC3 " "
DSA_POTION i_potion_ra
DSA_SKILL 100.0
DSA_DESC1 Allows the effects of reactive
DSA_DESC2 armour to be used in potion form.
DSA_DESC3 " "
DSA_POTION i_potion_Emblaze
DSA_SKILL 100.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_hope
DSA_SKILL 115.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_PoisonFood
DSA_SKILL 101.0
DSA_DESC1 Used to apply a strong
DSA_DESC2 poison to food and drinks
DSA_DESC3 " "
DSA_POTION i_potion_PoisonDeadly
DSA_SKILL 105.0
DSA_DESC1 Used to apply a deadly
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_blood_vampire
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
DSA_POTION i_blood_wither
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
DSA_POTION i_blood_strangle
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
if (<TAG.POTIONS> == 0 )
SRC.SYSMESSAGE You can't make anything with what you have.
return 1
endif
TAG.CURR.N = 0
DSA_NEXT
DIALOG d_skill_alchemy
[FUNCTION DSA_POTION]
VAR.CANMAKE = 0
VAR.MAKE_ACT = <SRC.ACT>
SRC.NEWITEM = <args>
[FUNCTION DSA_SKILL]
//if !(<SRC.RESTEST <SRC.ACT.RESOURCES>> )
if (<SRC.ALCHEMY> < <args> )
SRC.ACT.REMOVE
SRC.ACT = <VAR.MAKE_ACT>
return 1
endif
VAR.CANMAKE = 1
TAG.POTIONS = <eval (<TAG.POTIONS> + 1)>
TRY TAG.POTION.<TAG.POTIONS>.SKILL = <ARGS>
TRY TAG.POTION.<TAG.POTIONS>.ID = <SRC.ACT.BASEID>
TRY TAG.POTION.<TAG.POTIONS>.NAME = <SRC.ACT.NAME>
TRY TAG.POTION.<TAG.POTIONS>.RESMAKE = <SRC.ACT.RESMAKE>
TRY TAG.POTION.<TAG.POTIONS>.RESOURCES = <SRC.ACT.RESOURCES>
SRC.ACT.REMOVE
SRC.ACT = <VAR.MAKE_ACT>
[FUNCTION DSA_DESC1]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC1 = <args>
endif
[FUNCTION DSA_DESC2]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC2 = <args>
endif
[FUNCTION DSA_DESC3]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC3 = <args>
endif
[FUNCTION DSA_NEXT]
if (<TAG.CURR.N> == <TAG.POTIONS> )
return 1
endif
TAG.CURR.N = <eval (<TAG.CURR.N>+1)>
if (<TAG.CURR.N> == 1 )
VAR.PAGE0 = 1
VAR.PAGE1 = 2
VAR.PAGE2 = 3
elseif (<TAG.CURR.N> == <TAG.POTIONS> )
VAR.PAGE0 = 2
VAR.PAGE1 = 1
VAR.PAGE2 = 3
else
VAR.PAGE0 = 3
VAR.PAGE1 = 2
VAR.PAGE2 = 1
endif
[FUNCTION DSA_PREV]
if (<TAG.CURR.N> == 1 )
return 1
endif
TAG.CURR.N = <eval (<TAG.CURR.N>-1)>
if (<TAG.CURR.N> == 1 )
VAR.PAGE0 = 1
VAR.PAGE1 = 2
VAR.PAGE2 = 3
elseif (<TAG.CURR.N> == <TAG.POTIONS> )
VAR.PAGE0 = 2
VAR.PAGE1 = 1
VAR.PAGE2 = 3
else
VAR.PAGE0 = 3
VAR.PAGE1 = 2
VAR.PAGE2 = 1
endif
[DIALOG d_skill_alchemy]
100, 100
page 0
//resizepic 20 0 2600 374 334 // Curved Grey background
gumppic 0 0 8016 // -- with patch only
text 60 45 0 1
text 70 65 61 10
text 60 100 0 2
croppedtext 70 120 290 40 51 14
text 60 200 0 3
text 70 220 41 11
text 70 240 41 12
text 70 260 41 13
//button 300 70 2122 2123 1 0 5 // -- with patch only
page <VAR.PAGE0>
//button 320 284 <eval 01196> <eval 01197> 1 0 1
button 320 284 8018 8018 1 0 1 // -- with patch only
page <VAR.PAGE1>
//button 320 0 <eval 0119a> <eval 01199> 1 0 2
button 320 0 8017 8017 1 0 2 // -- with patch only
page <VAR.PAGE2>
//button 320 284 <eval 01196> <eval 01197> 1 0 1
button 320 284 8018 8018 1 0 1 // -- with patch only
//button 320 0 <eval 0119a> <eval 01199> 1 0 2
button 320 0 8017 8017 1 0 2 // -- with patch only
[DIALOG d_skill_alchemy TEXT]
Potion recipes // 0
Recipe:
Ingredients:
Description:
.
.
.
.
.
.
<TAG.POTION.<TAG.CURR.N>.NAME> // 10
<TAG.POTION.<TAG.CURR.N>.DESC1> // 11
<TAG.POTION.<TAG.CURR.N>.DESC2> // 12
<TAG.POTION.<TAG.CURR.N>.DESC3> // 13
<TAG.POTION.<TAG.CURR.N>.RESMAKE> // 14
<TAG.POTION.<TAG.CURR.N>.SKILL> // 15
. // 16
[DIALOG d_skill_alchemy BUTTON]
ON = 1 // next
DSA_NEXT
DSA_APPLY
DIALOG d_skill_alchemy
return 1
ON = 2 // prev
DSA_PREV
DSA_APPLY
DIALOG d_skill_alchemy
return 1
ON = 0
SRC.SYSMESSAGE You set up the mortar to produce <TAG.POTION.<TAG.CURR.N>.NAME>.
DSA_APPLY
DSA_CLEARTAGS
return 1
[FUNCTION DSA_APPLY]
TAG.ID = <TAG.POTION.<TAG.CURR.N>.ID>
TAG.SKILL = <TAG.POTION.<TAG.CURR.N>.SKILL>
NAME =
NAME = <NAME> (<TAG.POTION.<TAG.CURR.N>.NAME>)
SOUND = 0057
[FUNCTION DSA_CLEARTAGS]
SERV.NEWITEM i_mortar_pestle
NEW.TAG.CLICKED=<TAG.CLICKED>
NEW.TAG.ID=<TAG.ID>
NEW.TAG.SKILL=<TAG.SKILL>
NEW.NAME=<NAME>
NEW.BOUNCE
REMOVE
[EOF]
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