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spheretrig2.scp
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// The following PlotItem is blank since it is a GLOBAL BIT for checking for SKILL GATE use.
// Nothing should be under the following section.
[PLOTITEM 11] // Plot1=800
[TRIG 3040]
ONTRIGGER=DCLICK
SRC.NEWITEM=0100e
SRC.ACT.BOUNCE
VAR.KEY=<SRC.ACT.SERIAL>
SRC.ACT.MORE1=<VAR.KEY>
SRC.ACT.DUPE
SRC.ACT.BOUNCE
SRC.NEWITEM=00e40
SRC.ACT.BOUNCE
SRC.ACT.MORE1=<VAR.KEY>
SRC.ACT.TYPE=2
SRC.ACT.BOUNCE
REMOVE
RETURN 0
[TRIG 3041]
//Bedroom Deed East
ONTRIGGER=DCLICK
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> + 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0a34
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0a44
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0a45
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=1098
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=1098
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
SRC.HOME=<MOREP>
SRC.NEWITEM=1098
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=1098
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 1
MOREY=<MOREY> + 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0ac2
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0ac3
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> + 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0ac4
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 1
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0ac5
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0a7c
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
SRC.HOME=<MOREP>
SRC.NEWITEM=0a7d
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0a78
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0a79
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0af8
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 1
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0af8
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> + 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0af9
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
MOREY=<MOREY> + 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0af9
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0af7
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 3
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0af7
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
SRC.HOME=<MOREP>
SRC.NEWITEM=0af6
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
MOREP=<SRC.P>
MOREX=<MOREX> - 4
MOREY=<MOREY> + 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0af6
SRC.ACT.P=<SRC.HOME>
SRC.ACT.ATTR=8010
REMOVE
RETURN 1
[TRIG 3042]
//Stone Fireplace Facing East
ONTRIGGER=DCLICK
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY>
SRC.HOME=<MOREP>
SRC.NEWITEM=0953
SRC.ACT.P=<SRC.HOME>
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=0959
SRC.ACT.P=<SRC.HOME>
REMOVE
RETURN 1
[TRIG 3043]
//Stone Fireplace South
ONTRIGGER=DCLICK
MOREP=<SRC.P>
MOREX=<MOREX>
MOREY=<MOREY> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0961
SRC.ACT.P=<SRC.HOME>
MOREP=<SRC.P>
MOREX=<MOREX> - 1
MOREY=<MOREY> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0960
SRC.ACT.P=<SRC.HOME>
REMOVE
RETURN 1
[TRIG 3044]
//Stone Oven North
ONTRIGGER=DCLICK
MOREP=<SRC.P>
MOREX=<MOREX>
MOREY=<MOREY> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0930
SRC.ACT.P=<SRC.HOME>
MOREP=<SRC.P>
MOREX=<MOREX> - 1
MOREY=<MOREY> - 2
SRC.HOME=<MOREP>
SRC.NEWITEM=0931
SRC.ACT.P=<SRC.HOME>
REMOVE
RETURN 1
[TRIG 3045]
//Stone Oven West
ONTRIGGER=DCLICK
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY>
SRC.HOME=<MOREP>
SRC.NEWITEM=092b
SRC.ACT.P=<SRC.HOME>
MOREP=<SRC.P>
MOREX=<MOREX> - 2
MOREY=<MOREY> - 1
SRC.HOME=<MOREP>
SRC.NEWITEM=092c
SRC.ACT.P=<SRC.HOME>
REMOVE
RETURN 1
[TRIG 5001]
// Casio's Monster Spawn Trap
// Difficulty: 1
ONTRIGGER=STEP
IF <MORE>==0
SAY Click
SOUND=0124
SRC.NEWITEM=04ffa //Treasure map very easy monster spawn
MORE=1
TIMER=3600 // Reset trap in # seconds.
ELSE
SAY
ENDIF
RETURN 0 // Allow player to move to location.
ONTRIGGER=TIMER
MORE=0
RETURN 1 // Prevent item from decaying.
ONTRIGGER=DCLICK
IF <SRC.SKILLCHECK TINKERING 30> // Chance to disarm based w/ tinkering.
MORE=1
TIMER=60
MESSAGE You succesfully disarm the mechanism.
ELSE
MESSAGE You fail to disarm the mechanism.
SAY Ooops!
IF RAND(2)
TRIGGER STEP
ELSE
MESSAGE You carefully remove your hands without activating the mechanism.
SAY Phew!
ENDIF
ENDIF
RETURN 1
// ******************************************************************
[TRIG 5002]
// Casio's Custom Teleporters Trigger
// Uses MOREP for destination location co-ordinates
// Difficulty: N/A
ONTRIGGER=STEP
SRC.MESSAGE Whooosh!
SRC.EFFECT=FX_TELEPORT_EFFECT
SRC.SOUND=SPELL_TELEPORT
SRC.GO <MOREP>
RETURN 1
// ******************************************************************
[TRIG 5010]
//Gravedigging Trigger
//Author: Kain
//Revision: Prometheus of LOD
//Further Enhancements: CasioDeFlux-GameMonger.com
ONTRIGGER=DCLICK
IF <TIMER> > 0 //recently used.
SRC.MESSAGE This grave has been recently disturbed.
SRC.MESSAGE There is nothing here to unearth...for now.
RETURN 1
ENDIF
IF <DISTANCE> > 1
SRC.MESSAGE I seem to be too far away from the grave.
RETURN 1
ENDIF
IF !< SRC.SKILLCHECK MINING <MORE2> >
MESSAGE You try but are not skilled enough yet to excavate this grave...
RETURN 1
ENDIF
IF ! <SRC.RESTEST 1 00f39>
SRC.MESSAGE Where is your shovel for this foul deed?
RETURN 1
ELSE
SRC.ANIM=0B
TIMER=3600
MORE2=1
SOUND=0126
IF RAND(3)
SRC.NEWITEM 07600
SRC.KARMA=<SRC.KARMA> - 50
SRC.SYSMESSAGE Thou hath lost a little Karma.
SRC.MESSAGE Thou hath disturbed the dead!
ELSEIF RAND(2)
ADDITEM 07601
SRC.KARMA=<SRC.KARMA> - 50
SRC.SYSMESSAGE Thou hath lost a little Karma.
SRC.MESSAGE Thou hath found some treasure!
ELSEIF RAND(5)
SRC.NEWITEM 07600
SRC.NEWITEM 07600
SRC.KARMA=<SRC.KARMA> - 50
SRC.SYSMESSAGE Thou hath lost a little Karma.
SRC.MESSAGE Thou hath disturbed the dead greatly!
ELSEIF RAND(4)
SRC.DAMAGE=5-10
SRC.KARMA=<SRC.KARMA> - 50
SRC.SYSMESSAGE Thou hath lost a little Karma.
SRC.MESSAGE Thou hath been almost drug into the grave //by the dead!
ENDIF
ENDIF
ENDIF
RETURN 1
// ******************************************************************
[TRIG 5020]
// Werewolf Form Trigger (for Potion)
// Place on Item only.
// Still need to make item with specific charges.
//
ONTRIGGER=DCLICK
IF <TIMER> > 0
// stop people from using last object to remorph
SRC.ACT.MESSAGE You must have that item in your pack to use it.
RETURN 1
ELSE
SRC.SOUND=0030
// Take the item drop it to the ground and make it invisible and decaying.
SRC.SOUND=SPELL_CURSE
ATTR=092
P=<SRC.P>
TIMER=<MORE2>
WAIT 3
MORE=<SRC.BODY>
LINK=<SRC.SERIAL>
// Setup temporary holder variables for stats
MOREX=<SRC.STR>
MOREY=<SRC.INT>
MOREZ=<SRC.DEX>
// set body to wolf, then change stats
// must go first, to ensure that the wolf's stats aren't used
SRC.BODY=01015
SRC.STR=<MOREY>+100
SRC.DEX=<MOREZ>+50
SRC.INT=10
SRC.MANA=0
SRC.HITPOINTS=<SRC.STR>
SRC.STAMINA=<SRC.DEX>
SRC.FIX
SRC.MESSAGE Your body flows into the form of a werewolf!
SAY LINK:<LINK>
SAY MOREP:<MOREP>
SRC.SOUND=00E6
RETURN 0
ENDIF
ONTRIGGER=TIMER
//Change back to human form
LINK.BODY=<MORE>
LINK.SOUND=001e8
//Change stats back to original
LINK.STR=<MOREX>
LINK.INT=<MOREY>
LINK.DEX=<MOREZ>
LINK.MANA=<MOREY>
LINK.HITPOINTS=<MOREX>+25
LINK.STAMINA=<MOREZ>+25
LINK.FIX
LINK.MESSAGE Your body returns to its original form.
TIMER=-1
RETURN 0
//************************************************************************
//[TRIG 5500]
// Casio's LockPicking Script
//
//ONTRIGGER=DCLICK
//VAR.TEMP=(RAND(3))
//
//IF <SRC.RESTEST 1 LOCKPICK>
// SOUND=001c4
// IF <SRC.SKILLCHECK LOCKPICKING <MOREX>>
// IF <VAR.TEMP> < 1
// SRC.MESSAGE You successfully picked the lock!
// TIMER=<MOREY>
// TYPE=1
// NAME=Unlocked by <SRC.NAME>.
// RETURN 0
// ELSE
// SRC.MESSAGE You failed to pick the lock.
// VAR.TEMP=(RAND(3))
// IF <VAR.TEMP>==1
// SRC.MESSAGE Your lockpick breaks while working the lock.
// SRC.CONSUME 1 LOCKPICK
// RETURN 1
// ENDIF
// RETURN 1
// ENDIF
// ELSE
// SRC.MESSAGE You failed to pick the lock.
// VAR.TEMP=(RAND(3))
// IF VAR.TEMP==1
// SRC.MESSAGE Your lockpick breaks while working the lock.
// SRC.CONSUME 1 LOCKPICK
// ENDIF
// RETURN 1
// ENDIF
//ELSE
//SRC.MESSAGE That is locked, and you don't have any lockpicks on you.
//RETURN 1
//********************************************************************************
[TRIG 5510]
// *******************************************************************************
// TRAPPED CHEST TRIGGER
// Chest trigger, works with item #6540
// 1. Check tools
// 2. Check tinkering
// 3. Blow up if failed
ONTRIGGER=DCLICK
IF <DISTANCE> > 1
SRC.MESSAGE I seem to be too far away from that.
RETURN 1
ELSEIF <SRC.RESTEST 1 TINKER_TOOLS>
IF <SRC.TINKERING> > <MOREX>
SRC.MESSAGE You attempt to disarm the trap.
SOUND=001c4
IF (RAND(2))==1
SRC.MESSAGE You disarm the trap successfully.
SOUND=001ff
TIMER=-1
MOREZ=1
TYPE=1
RETURN 0
ELSE
SRC.MESSAGE You fail to disarm the trap.
VAR.TEMP=RAND(<MORE2>)
SAY Failed Tinkering - damage should be: <VAR.TEMP>
IF <VAR.TEMP> < <MORE> VAR.TEMP=<MORE>
SRC.DAMAGE=<VAR.TEMP>
SRC.SOUND=SPELL_EXPLOSION
SRC.NEWITEM=03709
SRC.ACT.ATTR 04010
SRC.ACT.TIMER 2
SRC.UPDATE
RETURN 1
ENDIF
ELSE
IF (RAND(10))==5
SRC.MESSAGE You disarm the trap successfully.
TIMER=-1
MOREZ=1
TYPE=1
RETURN 0
ELSE
SRC.MESSAGE You fail to disarm the trap.
VAR.TEMP=RAND(<MORE2>)
SAY Failed Tinkering - damage should be: <VAR.TEMP>
IF <VAR.TEMP> < <MORE> VAR.TEMP=<MORE>
SRC.DAMAGE=<VAR.TEMP>
SRC.SOUND=SPELL_EXPLOSION
SRC.NEWITEM=03709
SRC.ACT.ATTR 04010
SRC.ACT.TIMER 2
SRC.UPDATE
RETURN 1
ENDIF
SRC.MESSAE You don't have the proper tools to dissarm this chest.
ENDIF
ELSE
SRC.MESSAGE You don't have the proper tools to dissarm this chest.
ENDIF
ONTRIGGER=TIMER
MOREZ=0
RETURN 0
// Here is some sample code to get it to work.
// How to make a trapped chest #1
// /add 6540
// /set type 5510
//
// A player needs tinkering and gears to open this chest.
// You can set the following commands:
// /set more min // the min damage the trap will do.
// /set more2 max // the max damage the trap will do.
// /set morex amount // refers to the min amount a players tinkering
// has to be to disarm the chest
// *****************************************************************************
[TRIG 5511] // BEGIN PLAYER SECURABLE ITEM TYPES
// MOREX=0 - UNINITIALIZED
// MOREX=1 - INITIALIZED BUT UNSECURE
// MOREX=2 - INITIALIZED AND SECURE
ONTRIGGER=DCLICK
IF <SRC.GM>=1
SRC.EMOTE set the item to unowned
ATTR=0008
TIMER=-1
MOREX=0 // SET OUR SECURE FLAG
NAME=Unowned Item
UPDATE
SOUND=00EE
RETURN 1
ELSE
IF (<DISTANCE> > 3) // TOO FAR AWAY
SAY You are too away to use this item.
RETURN 1
ENDIF
IF (<MOREX> == 0) // UNOWNED (FIRST USE)
LINK=<SRC.SERIAL> // SET ITS LINK TO THE PLAYERS SERIAL
SAY Secured
MOREX=2 // OUR OWN SECURE FLAG
NAME=Owned by <SRC.NAME>
ATTR=0010
TIMER=-1
UPDATE
SRC.SYSMESSAGE Read rules of use posted: www.GameMonger.com/UO/
SRC.SYSMESSAGE Inapropriate use can result in JAIL or BAN!
SOUND=00EE
RETURN 1
ELSEIF (<MOREX> == 1) & (<LINK> = <SRC.SERIAL>) // OWNED & UNSECURE (STANDARD USE 1)
SAY Secured
ATTR=0010
TIMER=-1
MOREX=2 // SET OUR SECURE FLAG
UPDATE
SOUND=00EE
RETURN 1
ELSEIF (<MOREX> == 2) & (<LINK> = <SRC.SERIAL>) // OWNED & SECURE (STANDARD USE 2)
SAY Unsecured
MOREX=1 // SET OUR CUSTOM UNSECURE FLAG
ATTR=0008
TIMER=-1
UPDATE
SOUND=00EC
RETURN 1
ELSEIF (<LINK> != <SRC.SERIAL>)
SRC.SYSMESSAGE You do not own this item.
RETURN 1
ENDIF
ENDIF
[TRIG 5512] // ITEM OF IMMORTALITY
// MOREX = # of Charges remaining
// MOREY =
// MOREZ =
ONTRIGGER=EQUIP
IF (<MOREX>==0)
SRC.SYSMESSAGE The item is drained of magical energy & useless.
COLOR=01
RETURN 0
ENDIF
[TRIG 5513]
ONTRIGGER=DCLICK
SRC.GUMPDLG 70
[TRIG 5514]
ONTRIGGER=DCLICK
SRC.GUMPDLG 73
[TRIG 5515] // Throwable anything type scripted by Rabid Lemming Saturday, May 26, 2001
// More2 of the item determines the interval between throws.
ONTRIGGER=DCLICK
IF (<TIMER> >= 1)
SRC.SYSMESSAGE Your arm is still tired from the last throw.
RETURN 1
ELSE
TARGET You aim your raise your arm to throw a <NAME>.
ENDIF
ONTRIGGER=TARGON_CHAR
SRC.ANIM 11
SRC.TARG.EFFECT=0,6255,7
SRC.SYSMESSAGE=You hit <SRC.TARG.NAME> with a <NAME>!
SRC.TARG.SYSMESSAGE=<SRC.NAME> threw a <NAME> at you!
TIMER=<MORE2>
RETURN=1
ONTRIGGER=TIMER
TIMER=0
RETURN=1
[5518] // Ankh/Shrine with delay type
ONTRIGGER=DCLICK
SRC.NEWITEM=20ba
SRC.ACT.TYPE=5517
SRC.ACT.LINK=<SRC.SERIAL>
SRC.ACT.LAYER=0
SRC.ACT.BOUNCE
SRC.ACT.TIMER=<MOREX>
[5517] // Resurection delay memory object
ONTRIGGER=TIMER
LINK.RESURRECT
RETURN=0
[5518] // Teleport tile with delay
ONTRIGGER=STEP
SRC.NEWITEM=2095
SRC.ACT.TYPE=5519
SRC.ACT.MOREP=<MOREP>
SRC.ACT.LINK=<SRC.SERIAL>
SRC.ACT.LAYER=0
SRC.ACT.BOUNCE
SRC.ACT.TIMER=<MOREX>
[5519] // Teleport memory object with delay
ONTRIGGER=TIMER
LINK.GO <MOREP>
RETURN=0