(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(this_or_next|eq, ":effected_object", "spr_weapon_rack_arming_sword")
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
(else_try), #using box
(eq, ":effected_object", "spr_weapon_rack_arming_sword"),
(str_store_string, s0, "str_tageul"),
(try_end),
]),
#script_game_get_use_string
# This script is called from the game engine for getting using information text
# INPUT: used_scene_prop_id
# OUTPUT: s0
("game_get_use_string",
[
(store_script_param, ":instance_id", 1),
(prop_instance_get_scene_prop_kind, ":scene_prop_id", ":instance_id"),
(try_begin),
(this_or_next|eq, ":scene_prop_id", "spr_winch_b"),
(eq, ":scene_prop_id", "spr_winch"),
(assign, ":effected_object", "spr_portcullis"),
(else_try),
(this_or_next|eq, ":scene_prop_id", "spr_door_destructible"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_b"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_6m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
(this_or_next|eq, ":scene_prop_id", "spr_weapon_rack_arming_sword"),
(eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
(assign, ":effected_object", ":scene_prop_id"),
(try_end),
(scene_prop_get_slot, ":item_situation", ":instance_id", scene_prop_open_or_close_slot),
(try_begin), #opening/closing portcullis
(eq, ":effected_object", "spr_portcullis"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_gate"),
(else_try),
(str_store_string, s0, "str_close_gate"),
(try_end),
(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(this_or_next|eq, ":effected_object", "spr_weapon_rack_arming_sword"),
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
(else_try), #using box
(eq, ":effected_object", "spr_weapon_rack_arming_sword"),
(str_store_string, s0, "str_tageul"),
(try_end),
]),
check_ladder_animation_finish_trigger = (ti_on_scene_prop_animation_finished,
[
(store_trigger_param_1, ":instance_id"),
(prop_instance_enable_physics, ":instance_id", 1),
])
check_weapon_rack_arming_sword = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(multiplayer_is_server),
(assign, ":cost", 500), #gold required for spawning a weapon
(agent_get_player_id,":player_no",":agent_id"),
(try_begin),
(player_is_active, ":player_no"),
(player_get_gold, ":player_gold", ":player_no"),
(gt, ":player_gold", ":cost"),
(prop_instance_get_position, pos1, ":instance_id"),
(position_move_z,pos1,-5),
(set_spawn_position, pos1),
(spawn_item, "itm_sword_medieval_c"), #arming sword swadian
(val_sub, ":player_gold", ":cost"),
(player_set_gold, ":player_no", ":player_gold", multi_max_gold_that_can_be_stored),
(try_end),
])
("weapon_rack_arming_sword",spr_use_time(1),"weapon_rack","boweapon_rack", [
check_weapon_rack_arming_sword
]),
("open_gate", "Open Gate"),
("close_gate", "Close Gate"),
("open_door", "Open Door"),
("close_door", "Close Door"),
("tageul", "Close Door"),
("raise_ladder", "Raise Ladder"),
("drop_ladder", "Drop Ladder"),
("rifle",spr_use_time(3),"rifle","bo_box_a", [
buy_musket
]),
(try_begin),
(this_or_next|eq, ":scene_prop_id", "spr_winch_b"),
(eq, ":scene_prop_id", "spr_winch"),
(assign, ":effected_object", "spr_portcullis"),
(else_try),
(this_or_next|eq, ":scene_prop_id", "spr_door_destructible"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_b"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),
(this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_6m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
(this_or_next|eq, ":scene_prop_id", "spr_rifle"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
(eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
(assign, ":effected_object", ":scene_prop_id"),
(try_end),
(scene_prop_get_slot, ":item_situation", ":instance_id", scene_prop_open_or_close_slot),
(try_begin), #opening/closing portcullis
(eq, ":effected_object", "spr_portcullis"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_gate"),
(else_try),
(str_store_string, s0, "str_close_gate"),
(try_end),
(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
(else_try),
(eq, ":effected_object", "spr_spr_rifle"),
(str_store_string, s0, "buy_musket"),
(try_end),
]),
("open_gate", "Open Gate"),
("close_gate", "Close Gate"),
("open_door", "Open Door"),
("close_door", "Close Door"),
("raise_ladder", "Raise Ladder"),
("drop_ladder", "Drop Ladder"),
("buy_musket", "Buy Musket 2000 Gold"),
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
(else_try),
(eq, ":effected_object", "spr_spr_rifle"),
(str_store_string, s0, "buy_musket"),
(try_end),
Yes, you can check with (player_has_item,<item_id>), if he has the special item.Gorillaz said:hi arch3r , I want to know if this is possible : i want know , somebody does have special item on him to can buy on object on the ground ? and how sell a object to a weapon box for example et have money in return ? . very thanks
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
(this_or_next|eq, ":scene_prop_id", "spr_tbfc_box5"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
(eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
(assign, ":effected_object", ":scene_prop_id"),
(try_end),
(scene_prop_get_slot, ":item_situation", ":instance_id", scene_prop_open_or_close_slot),
(try_begin), #opening/closing portcullis
(eq, ":effected_object", "spr_portcullis"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_gate"),
(else_try),
(str_store_string, s0, "str_close_gate"),
(try_end),
(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
(else_try), #using box
(eq, ":effected_object", "spr_tbfc_box5"),
(str_store_string, s0, "str_tageul"),
(try_end),
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
("open_gate", "Open Gate"),
("close_gate", "Close Gate"),
("open_door", "Open Door"),
("close_door", "Close Door"),
("raise_ladder", "Raise Ladder"),
("drop_ladder", "Drop Ladder"),
("tageul", "Acheter"),
QBDU07 said:(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
(this_or_next|eq, ":scene_prop_id", "spr_tbfc_box5"),
(this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
(eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
(assign, ":effected_object", ":scene_prop_id"),
(try_end),
(scene_prop_get_slot, ":item_situation", ":instance_id", scene_prop_open_or_close_slot),
(try_begin), #opening/closing portcullis
(eq, ":effected_object", "spr_portcullis"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_gate"),
(else_try),
(str_store_string, s0, "str_close_gate"),
(try_end),
(else_try), #opening/closing door
(this_or_next|eq, ":effected_object", "spr_door_destructible"),
(this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
(this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
(this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
(this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
(eq, ":effected_object", "spr_castle_f_door_a"),
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_open_door"),
(else_try),
(str_store_string, s0, "str_close_door"),
(try_end),
##New scene prop(s) begin
(else_try),
(eq, ":effected_object", "spr_tbfc_box5"),
(str_store_string, s0, "str_tageul"),
##New scene prop(s) end
(else_try), #raising/dropping ladder
(try_begin),
(eq, ":item_situation", 0),
(str_store_string, s0, "str_raise_ladder"),
(else_try),
(str_store_string, s0, "str_drop_ladder"),
(try_end),
OrangeKnight said:Sorry for the Necro but I have a question.
What would be the code for the Ammo Refill Box?
Also Just to make sure, so to get it working you have to make a scene prop with that exact name "weapon_box5"?