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Bomberman Event Help
Author Message
RanXerox
Master
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Posts: 550
Likes Given: 1
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Joined: Dec 2010
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Post: #4
RE: Bomberman Event Help
Mad bomber...

Code:
// Kamakazi script created by Frogfusious AkA Lord Aerieth of UO:ROX Shard
// This script is freeware, but please keep this tag up here. thanks
[CHARDEF c_bomberman]
ID=c_man
NAME=#NAMES_HUMANMALE the bomber
ICON=i_pet_man
CAN=MT_EQUIP|MT_WALK|MT_RUN|MT_USEHANDS
FOODTYPE=26 t_meat_raw
BLOODCOLOR=0
CATEGORY=Monsters
SUBSECTION=Insane
DESCRIPTION=Kamakazi
ON=@Create
   NPC=brain_beserk
   TITLE=the mad bomber
   COLOR=0481
   STR={50 110}
   DEX=9999
   INT={10 40}
   FAME={1000 1499}
   KARMA={-1000 -1499}

ON=@NPCRestock
   ITEMNEWBIE=0a22
   ITEM=i_pants_short
   COLOR=01
   ITEM=i_sash
   COLOR=01
   ITEM=i_shoes_plain
   COLOR=01
   ITEM=i_reag_sulfur_ash,{5 20}
   ITEM=i_bottle_purple
   ITEM=i_bottle_purple
ON=@GetHit
   SOUND=snd_SPELL_EXPLOSION
   SRC.NEWITEM i_cufx_01
   NEW.P=<SRC.P>
   SRC.DAMAGE={70 95} <DEF.dam_fire>
   SRC.NEWITEM i_flesh_head
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_torso
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_right_arm
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_left_arm
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_left_leg
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_right_leg
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   HITS=0
ON=@Hit
   SOUND=snd_SPELL_EXPLOSION
   SRC.NEWITEM i_cufx_01
   NEW.P=<SRC.P>
   SRC.DAMAGE={40 65} <DEF.dam_fire>
   SRC.NEWITEM i_flesh_head
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_torso
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_right_arm
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_left_arm
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_left_leg
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_flesh_right_leg
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   SRC.NEWITEM i_blood
   NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
   NEW.ATTR=attr_move_never|attr_decay
   NEW.TIMER <EVAL RAND(60)+60>
   HITS=0
ON=@NPCSeeNewPlayer
   ATTACK
ON=@Death
   SRC.BODY=c_elemental_acid
   // Create death explosion to damage those nearby.
   SERV.NEWITEM=i_fx_explode
   NEW.TYPE=t_explosion
   NEW.ATTR=attr_move_never | attr_decay
   NEW.LINK=<UID>
   NEW.MOREX=10  // damage
   NEW.MOREY= (dam_general|dam_fire)
   NEW.MOREZ=2   // Dist
   NEW.P=<P>     // under body
   NEW.TIMER=1  // immediate decay

[ITEMDEF i_cufx_01]
ID=i_fx_explode
NAME=explosion
TYPE=t_normal
WEIGHT=255
ON=@Create
   ATTR=attr_decay
   TIMER=2
ON=@Timer
   REMOVE
   RETURN 1
(This post was last modified: 04-28-2012 05:26 AM by RanXerox.)
04-28-2012 05:25 AM
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Messages In This Thread
Bomberman Event Help - Alias - 04-28-2012, 01:07 AM
RE: Bomberman Event Help - Shaklaban - 04-28-2012, 02:37 AM
RE: Bomberman Event Help - Alias - 04-28-2012, 02:41 AM
RE: Bomberman Event Help - RanXerox - 04-28-2012 05:25 AM
RE: Bomberman Event Help - Alias - 04-28-2012, 05:35 AM
RE: Bomberman Event Help - Q23A - 04-28-2012, 07:28 AM
RE: Bomberman Event Help - Alias - 04-30-2012, 05:12 PM
RE: Bomberman Event Help - Q23A - 04-30-2012, 05:48 PM
RE: Bomberman Event Help - Khaos - 05-01-2012, 11:19 AM
RE: Bomberman Event Help - Alias - 05-01-2012, 05:12 PM
RE: Bomberman Event Help - Khaos - 05-01-2012, 11:03 PM
RE: Bomberman Event Help - Alias - 05-01-2012, 11:18 PM
RE: Bomberman Event Help - jeem - 05-02-2012, 07:08 AM
RE: Bomberman Event Help - Alias - 05-02-2012, 08:36 PM

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