void main() { object oDamager = GetLastDamager(); object oWeapon = GetLastWeaponUsed(oDamager); int iCurrentHP = GetCurrentHitPoints(); int iMaxHP = GetMaxHitPoints(); effect eHeal = EffectHeal(iMaxHP - iCurrentHP); if (GetWeaponRanged(oWeapon)) { int nRandom = d100(); if (nRandom < 10) FloatingTextStringOnCreature ("Bullseye! 50 points!", oDamager, FALSE); if (nRandom > 10 && nRandom < 30) FloatingTextStringOnCreature ("You hit the inner ring! 25 points!", oDamager, FALSE); if (nRandom > 30 && nRandom < 60) FloatingTextStringOnCreature ("You hit the middle ring! 10 points!", oDamager, FALSE); if (nRandom > 60 && nRandom < 80) FloatingTextStringOnCreature ("You hit the outer ring! 5 points!", oDamager, FALSE); if (nRandom > 80) FloatingTextStringOnCreature ("You missed!", oDamager, FALSE); if (GetXP(oDamager) < 100) GiveXPToCreature(oDamager, 1); else SendMessageToPC(oDamager, "The training dummy wont increase your skills any further."); } else SendMessageToPC(oDamager, "Try hitting the archery target with a ranged weapon!"); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF); }