Initial commit

Adding all of the current content for Anphillia Unlimited.
This commit is contained in:
Jaysyn904
2024-01-04 07:49:38 -05:00
parent df18cd54c8
commit 28cdb617b3
12943 changed files with 9727121 additions and 0 deletions

146
_module/nss/wa_escape.nss Normal file
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void CheckResult(location old, object PC, int phase)
{
if (old != GetLocation(PC))
return;
if (GetLocalInt(GetNearestObject(OBJECT_TYPE_DOOR), "escaping") == 0)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(phase + 1, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_FIVE), PC);
return;
}
SetLocalInt(OBJECT_SELF, "phase", ++phase);
AssignCommand(PC, ActionWait(1.0));
AssignCommand(PC, ActionInteractObject(OBJECT_SELF));
}
void Effects(object oPC, int phase)
{
if (phase == 0)
FloatingTextStringOnCreature("You see a crack and start to dig", oPC, FALSE);
else
{
switch (Random(35))
{
case 0:
FloatingTextStringOnCreature("This is more difficult than I thought", oPC, FALSE); break;
case 1:
FloatingTextStringOnCreature("Smells like something died here", oPC, FALSE); break;
case 2:
FloatingTextStringOnCreature("I think I must of taken a wrong turn", oPC, FALSE); break;
case 3:
FloatingTextStringOnCreature("This better be worth it", oPC, FALSE); break;
case 4:
FloatingTextStringOnCreature("I hope the guard doesn't catch me", oPC, FALSE); break;
case 5:
FloatingTextStringOnCreature("So this is justice", oPC, FALSE); break;
case 6:
FloatingTextStringOnCreature("I feel like Alice in wonderland", oPC, FALSE); break;
case 7:
FloatingTextStringOnCreature("Hey a dead rat!", oPC, FALSE); CreateItemOnObject("deadrat", oPC); break;
case 8:
FloatingTextStringOnCreature("I am completely lost", oPC, FALSE); break;
case 9:
FloatingTextStringOnCreature("Damn this is thick wall", oPC, FALSE); break;
case 10:
FloatingTextStringOnCreature("Sorry Tyr, I'm too impatient for imprisonment", oPC, FALSE); break;
case 11:
FloatingTextStringOnCreature("*Singing* Gonna break outta' prison, gonna buy me a mate", oPC, FALSE); break;
case 12:
FloatingTextStringOnCreature("'Put some forearm into it!' Who said that?!?", oPC, FALSE); break;
case 13:
FloatingTextStringOnCreature("If only 'ma could see me now!", oPC, FALSE); break;
case 14:
FloatingTextStringOnCreature("Look 'ma, no hands!", oPC, FALSE); break;
case 15:
FloatingTextStringOnCreature("Hmm.. wonder where this leads?", oPC, FALSE); break;
case 16:
FloatingTextStringOnCreature("This is exhausting, if only I could get a cup of coffee", oPC, FALSE); break;
case 17:
// FloatingTextStringOnCreature("IF YOU CAN READ THIS, SLAP MIKKOR AND TELL HIM HE CAN'T CODE", oPC, FALSE); break;
FloatingTextStringOnCreature("Buttons and Barndoors!", oPC, FALSE); break;
case 18:
FloatingTextStringOnCreature("aosad", oPC, FALSE); break;
case 19:
FloatingTextStringOnCreature("If this doesn't get me out, theres always suicide", oPC, FALSE); break;
case 20:
FloatingTextStringOnCreature("X marks the spot... Where's the X?!?", oPC, FALSE); break;
case 21:
FloatingTextStringOnCreature("Just like marriage", oPC, FALSE); break;
case 22:
FloatingTextStringOnCreature("After this, I'm going to kidnap a badger", oPC, FALSE); break;
case 23:
FloatingTextStringOnCreature("Whats that smell? Oh.. its me", oPC, FALSE); break;
case 24:
FloatingTextStringOnCreature("I see dead people", oPC, FALSE); break;
case 25:
FloatingTextStringOnCreature("I have a feeling.. I'll be back", oPC, FALSE); break;
case 26:
FloatingTextStringOnCreature("Remake would be an easier way", oPC, FALSE); break;
case 27:
FloatingTextStringOnCreature("Maybe I should just give up.. nah", oPC, FALSE); break;
case 28:
FloatingTextStringOnCreature("Mmm, food", oPC, FALSE); CreateItemOnObject("deadrat", oPC); break;
case 29:
FloatingTextStringOnCreature("Hey, my lucky day!", oPC, FALSE); GiveGoldToCreature(oPC, 1); break;
case 30:
FloatingTextStringOnCreature("Ahaa! So that's the way you do it", oPC, FALSE); GiveXPToCreature(oPC, 1); break;
case 31:
FloatingTextStringOnCreature("Oops, I think I took the wrong turn", oPC, FALSE); GiveXPToCreature(oPC, -1); break;
case 32:
FloatingTextStringOnCreature("Hey, some leterature!", oPC, FALSE); CreateItemOnObject("prisonbook", oPC); break;
case 33:
FloatingTextStringOnCreature("Arggh! I see the light, it burns!!!", oPC, FALSE); GiveXPToCreature(oPC, 1); break;
case 34:
FloatingTextStringOnCreature("Hey, a dead fish!", oPC, FALSE); CreateItemOnObject("deadfish", oPC); break;
}
}
}
void CheckGuard(object oPC)
{
if (GetLocalInt(GetNearestObject(OBJECT_TYPE_DOOR), "escaping") == 1)
AssignCommand(oPC, JumpToObject(GetNearestObject(OBJECT_TYPE_WAYPOINT)));
}
void main()
{
if (GetLocalInt(OBJECT_SELF, "escaping") == 1)
return;
SetLocalInt(OBJECT_SELF, "escaping", 1);
DelayCommand(10.0, SetLocalInt(OBJECT_SELF, "escaping", 0));
object oPC = GetLastUsedBy();
location lPC = GetLocation(oPC);
if (GetLocalInt(GetNearestObject(OBJECT_TYPE_DOOR), "escaping") == 0)
SetLocalInt(OBJECT_SELF, "phase", 0);
int phase = GetLocalInt(OBJECT_SELF, "phase");
if (phase == 6)
{
AssignCommand(oPC, JumpToObject(GetNearestObject(OBJECT_TYPE_WAYPOINT)));
SetLocalInt(oPC, "nullified", 0);
if (GetItemPossessedBy(oPC, "BadgeOfFallen") != OBJECT_INVALID)
return;
effect eEffect = GetFirstEffect(oPC);
while(GetIsEffectValid(eEffect))
{
if (GetEffectType(eEffect) == EFFECT_TYPE_SPELL_FAILURE)
DelayCommand(0.1, RemoveEffect(oPC, eEffect));
eEffect = GetNextEffect(oPC);
}
return;
}
DelayCommand(0.5, Effects(oPC, phase));
SetLocalInt(GetNearestObject(OBJECT_TYPE_DOOR), "escaping", 1);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 10.0));
DelayCommand(10.0, CheckResult(lPC, oPC, phase));
PlaySound("as_cv_mineshovl1");
}