User:Allen Kerensky/Myriad Lite Preview4/Myriad Lite v0.0.18 20110908
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Myriad Lite v0.0.18 20110908
<lsl> // Myriad Lite v0.0.18 20110908 // The Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales // http://creativecommons.org/licenses/by/2.0/uk/ // Myriad Lite software Copyright (c) 2011 by Allen Kerensky (OSG/SL) // Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL) // Myriad Lite and Baroun's Adventure Machine licensed under the // Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported // http://creativecommons.org/licenses/by-nc-sa/3.0/
// CONSTANTS - DO NOT CHANGE DURING RUN string VERSION = "0.0.18"; // Allen Kerensky's script version string VERSIONDATE = "20110908"; // Allen Kerensky's script yyyymmdd integer MINXP = 0; // min experience points integer MAXXP = 2320; // max experience points integer MINLEVEL = 1; // min XP level integer MAXLEVEL = 30; // max XP level integer MINSTAT = 1; // min value for statistics integer MAXSTAT = 5; // max human value for a statistic/attribute integer MINRESILIENCE = 1; // min value for resilience integer MAXRESILIENCE = 20; // max value for resilience integer MINBOON = 1; // min value for boon rank integer MAXBOON = 5; // max value for boon rank integer MINFLAW = 1; // min value for flaw rank integer MAXFLAW = 5; // max value for flaw rank integer MINSKILL = 1; // min value for skill rank integer MAXSKILL = 5; // max value for skill rank integer MINEFFECT = 1; // min value for special effect integer MAXEFFECT = 5; // max value for special effect integer MINEQUIPPED = 1; // min number of items player can carry integer MAXEQUIPPED = 100; // max number of items player can carry TODO: what about bullets? integer CHANMYRIAD = -999; // chat sent to ALL Myriad players in region integer CHANCOMMAND = 5; // chat sent by player to their meter integer MINDAMAGE = 1; // min attack dice for weapon integer MAXDAMAGE = 5; // max attack dice for weapon float RESPAWN_TIME = 30.0; // time dead before automatic respawn integer MINATTACH = 1; // min valid attach point integer MAXWEAR = 30; // max valid in-world wearable attach point integer MINARMOR = 1; // min armor defense value integer MAXARMOR = 5; // max armor defense value string DIV = "|"; // message field divider float WEAPON_LENGTH = 0.0; // weapon length in last attack float ARM_LENGTH = 1.0; // arm is 1m long float LEG_LENGTH = 1.5; // leg is 1.5m long integer MELEEATTACKDICE = 1; // 1 attack dice for fists and feet string ANIM_INCAPACITATED = "sleep"; // anim when incapacitated string ANIM_DEAD = "dead"; // anim when dead string ANIM_PUNCH_LEFT = "punch_l"; // anim for left punch string ANIM_PUNCH_RIGHT = "punch_r"; // anim for right punch string ANIM_PUNCH_ONETWO = "punch_onetwo"; // anim for 1-2 punch string ANIM_KICK = "kick_roundhouse_r"; // anim for kick integer SINGLE_PUNCH_DELAY = 1; // recovery time between single punches TODO fix to Myriad rules times integer DOUBLE_PUNCH_DELAY = 2; // recovery time between one-two punches TODO fix to Myriad rules times integer KICK_DELAY = 3; // recovery time between kicks TODO fix to Myriad rules times string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channels
// string names for each attach point - waste of memory? list ATTACHPOINTS = ["INVALID","chest","head","left shoulder","right shoulder","left hand","right hand","left foot","right foot","back","pelvis","mouth","chin","left ear","right ear","left eye","right eye","nose","right upper arm","right lower arm","left upper arm","left lower arm","right hip","right upper leg","right lower leg","left hip","left upper leg","left lower leg","stomach","left pectoral","right pectoral","HUD Center 2","HUD Top Right","HUD Top","HUD Top Left","HUD Center","HUD Bottom Left","HUD Bottom","HUD Bottom Right" ];
// RUNTIME GLOBALS - CAN CHANGE DURING RUN integer FLAG_DEBUG = FALSE; // see debug messages? key PLAYERID = NULL_KEY; // cached player UUID string PLAYERNAME = ""; // cached player name string NAME = ""; // character name string SPECIES = ""; // species template used for character string BACKGROUND = ""; // background template string CAREER = ""; // career template integer XP = 0; // 0-2320 integer XPLEVEL = 1; // 1-30 integer POWER = 0; // physical strength and dexterity - offensive martial combat stat integer GRACE = 0; // athleticism and agility - defensive martial combat stat integer INTELLECT = 0; // quickness of thought, depth of knowledge - offensive social combat stat integer SPIRIT = 0; // willpower, confidence, perception, creativity - defensive social combat stat integer WOUNDS = 0; // healed wound value integer CURWOUNDS = 0; // current wound value integer CRITICAL = 0; // healed critical wounds value integer CURCRITICAL = 0; // current critical wound value integer RESOLVE = 0; // healed resolve value integer CURRESOLVE = 0; // current resolve value list BOONS = []; // boons [ string BoonName, integer BoonRank ] list FLAWS = []; // flaws [ string FlawName, integer FlawRank ] list SKILLS = []; // skills [ string SkillName, integer SkillRank ] list EFFECTS = []; // special effects (SFX) [ string EffectName, integer EffectRank ] list STUNTS = []; // pre-set martial combat stunts TODO how will this work? list QUOTES = []; // pre-set social combat quotes TODO how will this work? list EQUIPMENT = []; // Equipment [ string ItemName, integer NumberCarried ] string CARD = "Myriad Lite Character Sheet v0.0.2 20110521"; // character sheet notecard integer LINE = 0; // reading line number key QUERY = NULL_KEY; // track notecard queries integer HANDMYRIAD = 0; // Myriad channel handle integer CHANPLAYER = 0; // dynamic channel to one player's UUID integer HANDPLAYER = 0; // player channel handle integer CHANOBJECT = 0; // dynamic channel to one object's UUID integer HANDCOMMAND = 0; // command channel handle integer HANDATTACH = 0; // attachment channel handle integer CHANATTACH = 0; // dynamic channel for attachments integer CHANBAM = 0; // dynamic channel for BAM quests integer HANDBAM = 0; // BAM channel update integer FLAG_INCAPACITATED = FALSE; // incapacitated by wounds? integer FLAG_DEAD = FALSE; // killed by critical wounds? integer CURARMOR = 0; // highest armor value worn out of all armor worn, not a total integer FLAG_FISTS = FALSE; // using fist-fighter? integer FLAG_CONTROLS = FALSE; // permission to take controls? integer FLAG_ANIMATE = FALSE; // permission to animate avatar? integer TIME_NEXT_ATTACK = 0; // time of last attack integer CONTROLS = 0; // bitfield of controls to monitor float FIELD_OF_ATTACK = PI; // controls field of attack. set later to PI/6 later for 60 degree field of attack in front of avatar // list of armor values worn on each attach point list ARMOR = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]; integer METERWORN = FALSE; // using meter?
// DEBUG - show debug chat with wearer name for sorting DEBUG(string dmessage) {
if ( FLAG_DEBUG == TRUE ) { // are we debugging? llSay(DEBUG_CHANNEL,"DEBUG ("+llKey2Name(PLAYERID)+"): "+dmessage); }
}
// ERROR - show errors on debug channel with wearer name for sorting ERROR(string emessage) {
llSay(DEBUG_CHANNEL,"ERROR ("+llKey2Name(PLAYERID)+"): "+emessage);
}
// WEARARMOR - Wearing a piece of armor WEARARMOR(integer waattachpoint,integer waamount,string waname) {
if ( waattachpoint < MINATTACH || waattachpoint > MAXWEAR ) { // valid attach point? ERROR("Invalid armor attachment point "+llList2String(ATTACHPOINTS,waattachpoint)); return; } if ( waamount < MINARMOR || waamount > MAXARMOR ) { // is armor rating valid or legal? ERROR("Invalid armor amount "+(string)waamount+" out of range "+(string)MINARMOR+"-"+(string)MAXARMOR); return; } // FIXME move ARMOR to 3-element strided list? [attachpoint,value,name?] ARMOR = llListReplaceList(ARMOR,[waamount],waattachpoint,waattachpoint); // insert armor value into armor list llOwnerSay("Armor "+waname+" ("+(string)waamount+") attached to "+llList2String(ATTACHPOINTS,waattachpoint)); RECALCULATE_ARMOR(); // find new highest armor value
}
// REMOVEARMOR - Removing a piece of armor REMOVEARMOR(integer raattachpoint,integer raamount,string raname) {
if ( raattachpoint < MINATTACH || raattachpoint > MAXWEAR ) { // valid attach point? ERROR("Invalid armor detachment point "+llList2String(ATTACHPOINTS,raattachpoint)); return; } if ( raamount < MINARMOR || raamount > MAXARMOR ) { // is armor rating valid or legal? ERROR("Invalid armor amount "+(string)raamount+" out of range "+(string)MINARMOR+"-"+(string)MAXARMOR); return; } ARMOR = llListReplaceList(ARMOR,[0],raattachpoint,raattachpoint); // zero out the armor value in armor list llOwnerSay("Armor "+raname+" ("+(string)raamount+") detached from "+llList2String(ATTACHPOINTS,raattachpoint)); RECALCULATE_ARMOR(); // find new highest armor value
}
// RECALCULATE_ARMOR - sets CURARMOR to highest armor value worn after attach or detach RECALCULATE_ARMOR() {
CURARMOR = 0; // start with zero armor integer racount = llGetListLength(ARMOR); // how long is armor list? while (racount--) { // look at each list item from last to first integer rapoints = llList2Integer(ARMOR,racount); // what is armor value at this point in list? if ( rapoints > CURARMOR ) { // is this armor value higher than current max? CURARMOR = rapoints; // yes, save new highest amount } } llOwnerSay("Armor Rating is "+(string)CURARMOR); // FIXME tell world too?
}
// HIT - player is hit - check to see if attack dice breach armor // Making A Damage Roll (Myriad p25, Myriad Special Edition p31) HIT(integer attackdice) {
integer damagetaken = 0; // start with zero damage while(attackdice--) { // roll for each attack dice integer dieroll = 1+(integer)llFrand(5.0); // reasonably uniform d6 if ( dieroll > CURARMOR ) { // attack roll stronger than armor worn? damagetaken++; // add a wound point } } // finished roll how did we do? if ( damagetaken > 0 ) { // we took damage if ( CURARMOR > 0 ) { // wearing armor? tell them it was breached llOwnerSay("That attack penetrated your armor and you've been wounded!"); llWhisper(CHANATTACH,"ARMORHIT"); } else { // fighting in no armor? llOwnerSay("You've been wounded! Wear some armor next time?"); } WOUNDED(damagetaken); // apply damage taken to resilences } else { // hit, but no damage taken // must be wearing *some* armor to be hit but avoid a wound, don't recheck for armor here llOwnerSay("Your armor blocked the damage from that attack!"); llWhisper(CHANATTACH,"ARMORBLOCKED"); }
}
// WOUNDED - Player takes Resilience damage WOUNDED(integer amount) {
while (amount--) { // for each wound taken if ( CURWOUNDS > 0 && CURCRITICAL == CRITICAL ) { // wound boxes left? CURWOUNDS--; // scratch off one METER(); // update llOwnerSay("You've been wounded!"); } else if ( CURWOUNDS < 1 && CURCRITICAL > 0 ) { // incapacitated CURWOUNDS = 0; // force to zero CURCRITICAL--; // scratch off a critical wound box INCAPACITATED(); // show incapacitation } else if ( CURWOUNDS < 1 && CURCRITICAL < 1 ) { // out of critical wounds? CURWOUNDS = 0; // force zero CURCRITICAL = 0; // force zero METER(); // update DEAD(); // show death } } // end while
}
// INCAPACITATED - player lost all WOUNDS - unable to act INCAPACITATED() {
FLAG_INCAPACITATED = TRUE; // yes, we're now incapacitated METER(); // update meter llStartAnimation(ANIM_INCAPACITATED); // "we're hurt and down" animation llRegionSay(CHANMYRIAD,PLAYERNAME+" has been incapacitated!"); llOwnerSay("You've been incapacitated!"); llSetTimerEvent(RESPAWN_TIME); // heal in a bit
}
// DEAD - player is dead, kill them and wait to respawn DEAD() {
FLAG_DEAD = TRUE; // remember that we're now dead METER(); // update hover text llStartAnimation(ANIM_DEAD); // start dead animation llRegionSay(CHANMYRIAD,PLAYERNAME+" has been killed!"); llOwnerSay("You've been killed!"); llSetTimerEvent(RESPAWN_TIME); // respawn in a bit
}
// HEAL - restore lost WOUND and CRITICAL resilience
HEAL(integer healamount) {
// TODO report once for multiple healing amounts while ( healamount-- ) { // step through each point of healing if ( CURCRITICAL < CRITICAL ) { // heal critical wounds first? CURCRITICAL++; // add a point back DEBUG("Heal critical. Wounds: "+(string)CURWOUNDS+" of "+(string)WOUNDS+" wound boxes. Critical: "+(string)CURCRITICAL+" of "+(string)CRITICAL+" critical wound boxes."); METER(); // update if ( FLAG_DEAD == TRUE ) { // healed a critical, critical now > 0 so not dead anymore FLAG_DEAD=FALSE; // stop being dead if ( FLAG_ANIMATE == TRUE ) { // if we're allowed to change animations llStopAnimation(ANIM_DEAD); // stop "we're dead" animation } llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+NAME+" ("+PLAYERNAME+") has been resurrected!"); llOwnerSay("Critical wound healed! You've been resurrected! Welcome back to the land of the living."); METER(); // update } else { // heal a critical wound without resurrect llOwnerSay("Critical wound healed."); } } else if ( CURWOUNDS < WOUNDS ) { // player not critical, heal non-critical? CURWOUNDS++; // add a point of non-critical DEBUG("Heal non-critical. Wounds: "+(string)CURWOUNDS+" of "+(string)WOUNDS+" wound boxes. Critical: "+(string)CURCRITICAL+" of "+(string)CRITICAL+" critical wound boxes."); METER(); // update if ( FLAG_INCAPACITATED == TRUE ) { // were they incapacitated? FLAG_INCAPACITATED=FALSE; // they have a wound point, no longer incapacitated if ( FLAG_ANIMATE == TRUE ) { // does player allow us to animate their avatar/character? llStopAnimation(ANIM_INCAPACITATED); // stop the incapacitation animation } llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+NAME+" ("+PLAYERNAME+") no longer incapacitated!"); llOwnerSay("Non-critical wound healed. You are no longer incapacitated!"); METER(); // update } else { // healed non-critical wound without need to stop incapacitation llOwnerSay("Non-critical wound healed."); } } // end if curwounds < wounds } // end while METER(); // update
}
// GET SKILL RANK // Requires a SKILL NAME // Returns the rank value for that skill, or zero if player doesn't have skill integer GET_SKILL_RANK(string askill) {
integer atskill = 0; // start with skill zero in case character does not have that skill integer skillpos = llListFindList(SKILLS,[askill]); // position of skill name in list 0-n, or -1 if not found if ( skillpos >= 0 ) { // skill name was somewhere in list atskill = llList2Integer(SKILLS,++skillpos); // move to next pos in list after skillname and get skill rank there if ( atskill >= MINSKILL && atskill <= MAXSKILL ) return atskill; // found skill with value in range, return it; } // fall through... return 0; // player has zero levels in skill
}
// ABILITY TEST // Requires ATTRIBUTE NAME, SKILL NAME // Returns the ability test score for use by success fail, opposed rolls, etc // See Myriad PDF page 18, Myriad Special Edition page 24 integer ABILITY_TEST(integer attribute,integer skill) {
integer highroll = 0; // clear out the highest roll while( attribute-- ) { // roll a dice for each point of the attribute integer roll = 1+(integer)llFrand(5.0); // roll this d6 if ( roll > highroll) highroll = roll; // if this is highest roll so far, remember it } // finished rolling a dice for each point of the base attribute return highroll + skill; // now, return the total of highest dice roll + skill value
}
// An Unopposed Ability Test - Myriad PDF p. 19, Myriad Special Edition p. 25 // Requires TargetNumber, Attribute Name, Skill Name // Returns TRUE for Success and False for Fail integer UNOPPOSED_TEST(integer targetnum,integer tattribute,integer tskill ) {
integer check = ABILITY_TEST(tattribute,tskill); // calculate the player's ability test value if ( check >= targetnum ) return TRUE; // player won the ability test return FALSE; // player lost the ability test
}
// An Opposed Ability Test - Myriad PDF p. 19 Myriad Special Edition p. 25 // Requires Attacker Attribute Name, Attacker Skill Name, Defender Attribute Name, Defender Skill Name // Returns TRUE for Success, FALSE for failure integer OPPOSED_TEST(integer aattrib,integer askill,integer dattrib,integer dskill) {
integer acheck = ABILITY_TEST(aattrib,askill); // calculate attacker's ability test integer dcheck = ABILITY_TEST(dattrib,dskill); // calculate defender's ability test if ( acheck > dcheck ) return TRUE; // attacker more than defender = attacker wins return FALSE; // defender wins
}
// SETUP - begin bringing the HUD online SETUP() {
CREDITS(); // show Myriad credits as required by the Creative Commons - Attribution license PLAYERID = llGetOwner(); // remember the owner's UUID PLAYERNAME = llKey2Name(PLAYERID); // remember the owner's legacy name llSetText("",<0,0,0>,0); // clear any previous hovertext llOwnerSay("Loading character sheet. Please wait..."); // tell player we're waiting for data server if ( llGetInventoryName(INVENTORY_NOTECARD,0) == CARD ) { // check inventory for notecard QUERY = llGetNotecardLine(CARD,LINE++); // ask for line from notecard and advance to next line } else { ERROR("Cannot locate character sheet from notecard: "+CARD); // TODO: what next? choose defaults? fall over? }
}
// CREDITS comply with Myriad RPG Creative Common-Attribution legal requirement CREDITS() {
llOwnerSay("The Myriad RPG System was designed, written, and illustrated by Ashok Desai."); llOwnerSay("RPG System licensed under the Creative Commons Attribution 2.0 UK: England and Wales."); llOwnerSay("Myriad Lite v"+VERSION+" "+VERSIONDATE+" Copyright (c) 2011 by Allen Kerensky (OSG/SL)"); llOwnerSay("Licensed under Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported.");
}
// RESET - shut down running animations then reset the script to reload character sheet RESET() {
if ( FLAG_DEAD == TRUE || FLAG_INCAPACITATED == TRUE ) { // don't allow reset if already on respawn timer llOwnerSay("Cannot reset while incapacitated or dead. You will respawn in a few moments."); return; } llOwnerSay("Resetting Myriad Lite. Please wait..."); // stop all running animations if ( FLAG_ANIMATE == TRUE ) { // do we have permission to animate? list anims = llGetAnimationList(PLAYERID); // get list of current animations for owner integer animcount = llGetListLength(anims); // count the number of animations in the list while (animcount--) { // step from end of animation list to beginning llStopAnimation(llList2String(anims,animcount)); // stopping each animation } } llMessageLinked(LINK_THIS,0,"MODULERESET",NULL_KEY); // tell modules to reset too TODO function this // TODO can we do this with an attachment and have it do the attachment setup correctly? llResetScript(); // now reset
}
// METER - update a hovertext health meter or HUD bar graph METER() {
if ( METERWORN == FALSE ) return; // create a meter message packet string message = "METER"+DIV+PLAYERNAME+DIV+NAME+DIV+(string)CURWOUNDS+DIV+(string)WOUNDS+DIV+(string)CURCRITICAL+DIV+(string)CRITICAL+DIV+(string)FLAG_DEAD+DIV+(string)FLAG_INCAPACITATED; llRegionSay(CHANMYRIAD,message); // send the update to region for scorekeepers, etc llWhisper(CHANATTACH,message); // whisper to the wearer's actual meter DEBUG("Wounds: "+(string)CURWOUNDS+" of "+(string)WOUNDS+" wound boxes. Critical: "+(string)CURCRITICAL+" of "+(string)CRITICAL+" critical wound boxes.");
}
// HAND_TO_HAND attack for fist fighter // TODO fix timing to Myriad rules HAND_TO_HAND(integer delay,string anim,float reach) {
// TODO need "someone moves to attack" RP event messages here? TIME_NEXT_ATTACK = llGetUnixTime() + delay; // attack again after delay for attack and followup recovery llStartAnimation(anim); // run the punch left animation WEAPON_LENGTH = reach; // save the weapon reach from the last attack llSensor("",NULL_KEY,(AGENT|ACTIVE|PASSIVE),reach,FIELD_OF_ATTACK); // sensor sweep to see if we hit someone
}
// DEBUGON - turn on the DEBUG flag DEBUGON() {
FLAG_DEBUG = TRUE; // set debug flag TRUE llOwnerSay("Debug Mode Activated");
}
// DEBUGOFF - turn off the DEBUG flag DEBUGOFF() {
FLAG_DEBUG = FALSE; // set debug flag to FALSE llOwnerSay("Debug Mode Deactivated");
}
// COMBATOFF - turn off fist fighter COMBATOFF() {
FLAG_FISTS = FALSE; // disable flag to exit/ignore any more control events if ( FLAG_CONTROLS == TRUE ) { // do we have control permission? llReleaseControls(); // release the controls FLAG_CONTROLS = FALSE; // remember that we released controls } llOwnerSay("Close Combat Deactivated");
}
// COMBATON - turn on fist fighter COMBATON() {
FLAG_FISTS = TRUE; // yep, using fist fighter, for control events if ( FLAG_CONTROLS == FALSE ) { // do we have permission to read controls? No? we need it. llReleaseControls(); // release any previous controls on avatar llRequestPermissions(PLAYERID,PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); // request permissions needed for fist fighter } llOwnerSay("Close Combat Activated");
}
// COMMAND - process chat and link message commands together COMMAND(string command) {
if ( command == "armoroff" ) { ARMOROFF(); return;} // turn off power armor if ( command == "armoron" ) { ARMORON(); return;} // turn on power armor if ( command == "checkammo" ) { CHECKAMMO(); return;} // check ammo in weapons if ( command == "checkarmor" ) { RECALCULATE_ARMOR(); return; } // check our current armor value if ( command == "checkbattery") { CHECKBATTERY(); return;} // check power armor battery if ( command == "combatoff") { COMBATOFF(); return; } // turn off fist fighter if ( command == "combaton" ) { COMBATON(); return; } // turn on the fist fighter if ( command == "credits" ) { CREDITS(); return;} // show the credits including version number if ( command == "debugoff" ) { DEBUGOFF(); return; } // player turn off debugging if ( command == "debugon" ) { DEBUGON(); return;} // player turn on debugging if ( command == "drawboth" ) { DRAW("both"); return; } // draw both weapons if ( command == "drawleft" ) { DRAW("left"); return; } // draw weapon in left hand if ( command == "drawright" ) { DRAW("right"); return; } // draw weapon using right hand if ( command == "holsterboth" ) { HOLSTER("both"); return; } // holster both weapons if ( command == "holsterleft" ) { HOLSTER("left"); return; } // holster weapon in left hand if ( command == "holsterright" ) { HOLSTER("right"); return; } // holster weapon in right hand if ( command == "quest" ) { QUEST(); return; } // check our current quest status if ( command == "recharge" ) { RECHARGE(); return;} // recharge power armor battery if ( command == "reload" ) { RELOAD(); return;} // reload weapons if ( command == "reset" ) { RESET(); return;} // reset HUD if ( command == "safetyoff" ) { SAFETYOFF(); return;} // unsafe the weapons if ( command == "safetyon" ) { SAFETYON(); return;} // safe the weapons if ( command == "sheatheboth" ) { SHEATHE("both"); return; } // sheathe both weapons if ( command == "sheatheleft" ) { SHEATHE("left"); return; } // sheathe weapon in left hand if ( command == "sheatheright" ) { SHEATHE("right"); return; } // sheathe weapon in right hand if ( command == "version" ) { CREDITS(); return;} // show the credits including version number
}
// QUEST STATUS QUEST() {
llMessageLinked(LINK_THIS,0,"BAMSTATUS",PLAYERID); // send a status request to BAM Modules
}
// DRAW weapons DRAW(string hand) {
if ( hand == "left" ) { llWhisper(CHANATTACH,"DRAWLEFT"); return; } // draw left-hand weapon if ( hand == "right" ) { llWhisper(CHANATTACH,"DRAWRIGHT"); return; } // draw right-hand weapon if ( hand == "both" ) { llWhisper(CHANATTACH,"DRAWBOTH"); return; } // draw both weapons
}
// SHEATHE weapons SHEATHE(string hand) {
if ( hand == "left" ) { llWhisper(CHANATTACH,"SHEATHELEFT"); return; } // sheathe left-hand weapon if ( hand == "right" ) { llWhisper(CHANATTACH,"SHEATHERIGHT"); return; } // sheathe right-hand weapon if ( hand == "both" ) { llWhisper(CHANATTACH,"SHEATHEBOTH"); return; } // sheathe both weapons
}
// HOLSTER weapons HOLSTER(string hand) {
if ( hand == "left" ) { llWhisper(CHANATTACH,"HOLSTERLEFT"); return; } // holster left-hand weapon if ( hand == "right" ) { llWhisper(CHANATTACH,"HOLSTERRIGHT"); return; } // holster right-hand weapon if ( hand == "both" ) { llWhisper(CHANATTACH,"HOLSTERBOTH"); return; } // holster both weapons
}
// CHECK AMMO CHECKAMMO() {
llWhisper(CHANATTACH,"CHECKAMMO");
}
// RELOAD RELOAD() {
llWhisper(CHANATTACH,"RELOAD");
}
// SAFETY ON SAFETYON() {
llWhisper(CHANATTACH, "SAFETYON");
}
// SAFETY OFF SAFETYOFF() {
llWhisper(CHANATTACH, "SAFETYOFF");
}
// ARMOR ON ARMORON() {
llWhisper(CHANATTACH,"ARMORON");
}
// ARMOROFF ARMOROFF() {
llWhisper(CHANATTACH,"ARMOROFF");
}
// CHECKBATTERY CHECKBATTERY() {
llWhisper(CHANATTACH,"CHECKBATTERY");
}
// RECHARGE RECHARGE() {
llWhisper(CHANATTACH,"RECHARGE");
}
// DEFAULT STATE - load character sheet default {
// STATE ENTRY - called on Reset state_entry() { SETUP(); // show credits and start character sheet load }
// on_rez - when rezzed to ground or from inventory as attachment during login on_rez(integer params) { RESET(); // force to go through state entry }
// attach - when attached or detached from inventory or during login attach(key id) { RESET(); // force to go through state entry }
// dataserver called for each line of notecard requested - process character sheet dataserver(key queryid,string data) { if ( queryid == QUERY ) { // ataserver gave us line we asked for? if ( data != EOF ) { // we're not at end of notecard file? if ( llGetSubString(data,0,0) == "#" ) { // does this line start with comment mark? QUERY = llGetNotecardLine(CARD,LINE++); // ignore comment and ask for the next line return; } // Parse non-comment lines in keyword = value[,value,...] format list FIELDS = llParseString2List(data,["="],[]); // break line of text into = delimited fields string CMD = llStringTrim(llList2String(FIELDS,0),STRING_TRIM); // field zero is the "command" string DATA = llStringTrim(llList2String(FIELDS,1),STRING_TRIM); // field one is the data list SUBFIELDS = llParseString2List(DATA,[","],[]); // break data field into comma-delimited subfields if needed if ( CMD == "NAME" ) { NAME = DATA; } // TODO verify names are appropriate if ( CMD == "SPECIES" ) { SPECIES = DATA; } // TODO verify valid species template name if ( CMD == "BACKGROUND" ) { BACKGROUND = DATA; } // TODO verify valid background template name if ( CMD == "CAREER" ) { CAREER = DATA; } // TODO verify valid career template name if ( CMD == "XP" ) { integer amount = (integer)DATA; // convert to number if ( amount >= MINXP && amount <= MAXXP ) { // XP valid? XP = amount; // store it } else { // invalid, report it ERROR("XP amount out of allowed range: "+(string)MINXP+"-"+(string)MAXXP); } } if ( CMD == "XPLEVEL" ) { integer amount = (integer)DATA; // convert to number if ( amount >= MINLEVEL && amount <= MAXLEVEL ) { // XPLEVEL valid? XPLEVEL = amount; // store it } else { // invalid, report it ERROR("XPLEVEL amount out of allowed range: "+(string)MINLEVEL+"-"+(string)MAXLEVEL); } } if ( CMD == "POWER" ) { // TODO fix hardcoded power integer amount = (integer)DATA; // convert to number if ( amount >= MINSTAT && amount <= MAXSTAT ) { // stat valid? POWER = amount; // store it } else { // invalid, report it ERROR("POWER amount out of allowed range: "+(string)MINSTAT+"-"+(string)MAXSTAT); } } if ( CMD == "GRACE" ) { // TODO fix hardcoded grace integer amount = (integer)DATA; // convert to number if ( amount >= MINSTAT && amount <= MAXSTAT ) { // stat valid? GRACE = amount; // store it } else { // invalid, report it ERROR("GRACE amount out of allowed range: "+(string)MINSTAT+"-"+(string)MAXSTAT); } } if ( CMD == "INTELLECT" ) { // TODO fix hardcoded intellect integer amount = (integer)DATA; // convert to number if ( amount >= MINSTAT && amount <= MAXSTAT ) { // stat valid? INTELLECT = amount; // store it } else { // invalid, report it ERROR("INTELLECT amount out of allowed range: "+(string)MINSTAT+"-"+(string)MAXSTAT); } } if ( CMD == "SPIRIT" ) { // TODO fix hardcoded spirit integer amount = (integer)DATA; // convert to number if ( amount >= MINSTAT && amount <= MAXSTAT ) { // stat valid? SPIRIT = amount; // store it } else { // invalid, report it ERROR("SPIRIT amount out of allowed range: "+(string)MINSTAT+"-"+(string)MAXSTAT); } } if ( CMD == "WOUNDS" ) { // TODO fix hardcoded resilience integer amount = (integer)DATA; // convert to number if ( amount >= MINRESILIENCE && amount <= MAXRESILIENCE ) { // resilience valid? WOUNDS = amount; // store it CURWOUNDS = amount; // set current wounds to max too. } else { // invalid, report it ERROR("WOUNDS amount out of allowed range: "+(string)MINRESILIENCE+"-"+(string)MAXRESILIENCE); } } if ( CMD == "CRITICAL" ) { // TODO fix hardcoded resilience integer amount = (integer)DATA; // convert to number if ( amount >= MINRESILIENCE && amount <= MAXRESILIENCE ) { // resilience valid? CRITICAL = amount; // store it CURCRITICAL = amount; // set the current critical wound to max too } else { // invalid, report it ERROR("CRITICAL amount out of allowed range: "+(string)MINRESILIENCE+"-"+(string)MAXRESILIENCE); } } if ( CMD == "RESOLVE" ) { // TODO fix hardcoded resilience integer amount = (integer)DATA; // convert to number if ( amount >= MINRESILIENCE && amount <= MAXRESILIENCE ) { // resilience valid? RESOLVE = amount; // store it CURRESOLVE = amount; // set current resolve to max too } else { // invalid, report it ERROR("RESOLVE amount out of allowed range: "+(string)MINRESILIENCE+"-"+(string)MAXRESILIENCE); } } if ( CMD == "BOON" ) { string boonname = llList2String(SUBFIELDS,0); // find the boon name integer boonrank = llList2Integer(SUBFIELDS,1); // find the boon rank value // TODO how to verify boon names are valid? if ( boonrank >= MINBOON && boonrank <= MAXBOON ) { // rank valid? BOONS = [boonname,boonrank] + BOONS; // add boon to list } else { // invalid, report it ERROR("BOON "+boonname+" rank "+(string)boonrank+" value out of allowed range: "+(string)MINBOON+"-"+(string)MAXBOON); } } if ( CMD == "FLAW" ) { string flawname = llList2String(SUBFIELDS,0); // find the flaw name integer flawrank = llList2Integer(SUBFIELDS,1); // find the flaw rank value // TODO how to verify flaw names are valid? if ( flawrank >= MINFLAW && flawrank <= MAXFLAW ) { // rank valid? FLAWS = [flawname,flawrank] + FLAWS; // add flaw to list } else { // invalid, report it ERROR("FLAW "+flawname+" rank "+(string)flawrank+" value out of allowed range: "+(string)MINFLAW+"-"+(string)MAXFLAW); } } if ( CMD == "SKILL" ) { string skillname = llList2String(SUBFIELDS,0); // find the skill name integer skillrank = llList2Integer(SUBFIELDS,1); // find the skill rank // TODO how to verify skill names are valid? if ( skillrank >= MINSKILL && skillrank <= MAXSKILL ) { // skill rank valid? SKILLS = [skillname,skillrank] + SKILLS; // add skill to list } else { // invalid, report it ERROR("SKILL "+skillname+" rank "+(string)skillrank+" value out of allowed range: "+(string)MINSKILL+"-"+(string)MAXSKILL); } } if ( CMD == "EFFECT" ) { string effectname = llList2String(SUBFIELDS,0); // find effect name integer effectrank = llList2Integer(SUBFIELDS,1); // find effect rank // TODO how to verify effect name? if ( effectrank >= MINEFFECT && effectrank <= MAXEFFECT ) { // effect rank valid? EFFECTS = [effectname,effectrank] + EFFECTS; // add effect to list } else { // invalid, report it ERROR("EFFECT "+effectname+" rank "+(string)effectrank+" value out of allowed range: "+(string)MINEFFECT+"-"+(string)MAXEFFECT); } } if ( CMD == "STUNT" ) { // TODO how to handle stunts with commas? string stuntname = llList2String(SUBFIELDS,0); // find stunt // TODO how to verify stunt? STUNTS = [stuntname] + STUNTS; // add stunt to list } if ( CMD == "QUOTE" ) { // TODO how to handle quotes with commas? string quotename = llList2String(SUBFIELDS,0); // find quote QUOTES = [quotename] + QUOTES; // add quote to list } if ( CMD == "EQUIPMENT" ) { string equipmentname = llList2String(SUBFIELDS,0); // find equipment note integer equipmentamount = llList2Integer(SUBFIELDS,1); // find equipment count // TODO how to verify the equipment name is valid? if ( equipmentamount >= MINEQUIPPED && equipmentamount <= MAXEQUIPPED ) { // amount valid? EQUIPMENT = [equipmentname,equipmentamount] + EQUIPMENT; // add equipment to list } else { // invalid, report it ERROR("EQUIPMENT "+equipmentname+" amount "+(string)equipmentamount+" value out of allowed range: "+(string)MINEQUIPPED+"-"+(string)MAXEQUIPPED); } } QUERY = llGetNotecardLine(CARD,LINE++); // finished with known keywords, get next line } else { // end of notecard // TODO how to verify entire character sheet was completed and loaded? state running; // we're out of notecard, so character sheet is loaded - start playing } // end if data not equal eof } // end if query id equal } // end if data server event
} // end default state
// STATE RUNNING - character sheet loaded - player is active in the game state running {
// STATE ENTRY state_entry() { llOwnerSay("Character Sheet loaded. You are now ready to roleplay."); HANDMYRIAD = llListen(CHANMYRIAD,"",NULL_KEY,""); // setup listener for Myriad RP events HANDCOMMAND = llListen(CHANCOMMAND,"",PLAYERID,""); // listen to chat commands from owner CHANPLAYER = (integer)("0x"+llGetSubString((string)PLAYERID,0,6)); // calculate a player-specfic dynamic chat channel HANDPLAYER = llListen(CHANPLAYER,"",NULL_KEY,""); // listen on the player dynamic chat channel CHANATTACH = (integer)("0x"+llGetSubString((string)PLAYERID,1,7)); // attachment-specific channel HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // listen for messages from attachments CHANBAM = (integer)(CHAN_PREFIX + llGetSubString((string)PLAYERID,-7,-1)); HANDBAM = llListen(CHANBAM,"",NULL_KEY,""); // start listener with listenremove handle // setup bitfield of controls we're going to monitor in fist fighter mode CONTROLS = CONTROL_ML_LBUTTON | CONTROL_LBUTTON | CONTROL_FWD | CONTROL_BACK | CONTROL_ROT_LEFT | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_RIGHT | CONTROL_UP | CONTROL_DOWN; FIELD_OF_ATTACK = PI/6; // set fist fighter field of attack to +/- 30 degree cone from direction avatar faces - PERSONAL CHOICE NOT IN MYRIAD RULES llOwnerSay("Registering any Myriad Lite-compatible attachments..."); llWhisper(CHANATTACH,"REGISTERATTACHMENTS"); // ask for attachments on their dynamic channel // calculate player's dynamic BAM channel METER(); // update hovertext QUEST(); // update the BAM Module }
// ON_REZ - logged in with meter, or worn from inventory while running on_rez(integer rezparam) { RESET(); // a reset to reload character }
// ATTACH - logged in with meter or worn from inventory/ground while running attach(key id) { RESET(); // a reset to reload character }
// CHANGED - triggered for many changes to the avatar // TODO reload sim-specific settings on region change changed(integer changes) { if ( changes & CHANGED_INVENTORY ) { // inventory changed somehow? llOwnerSay("Inventory changed. Reloading."); RESET(); // saved a new character sheet? - reset and re-read it. } if ( changes & CHANGED_REGION || changes & CHANGED_TELEPORT ) { METER(); // update the meter after a shift } }
// RUN_TIME_PERMISSIONS run_time_permissions(integer perm) { if ( perm & PERMISSION_TAKE_CONTROLS ) { // was script granted permission to take avatar controls? llTakeControls(CONTROLS,TRUE,TRUE); // then take them, but still pass them to other scripts like vehicles FLAG_CONTROLS = TRUE; // remember that we got permission for this } if ( perm & PERMISSION_TRIGGER_ANIMATION ) { // we script granted permission to trigger animations on the avatar? FLAG_ANIMATE = TRUE; // remember that we got permission for this } }
// TOUCH_START - touch HUD for adventure update touch_start(integer total_number) { string action = llGetLinkName(llDetectedLinkNumber(0)); // get name of prim clicked in link set if ( action != "" && action != llGetObjectName() ) { // someone clicked a named button prim on this linkset COMMAND(action); // try that prim name as a command return; } METER(); }
// CONTROL - read arrow keys and mouse button in first or third person mode control(key id,integer level,integer edge) { if ( FLAG_DEAD == TRUE || FLAG_INCAPACITATED == TRUE ) return; // dead or incapacitated can't fight if ( FLAG_FISTS == FALSE ) return; // not using fist fighter if ( FLAG_ANIMATE == FALSE ) return; // can't show animations if ( llGetUnixTime() <= TIME_NEXT_ATTACK ) return; // too soon since last attack
// Is the mouse button held down? if ( ( level & CONTROL_LBUTTON ) || ( level & CONTROL_ML_LBUTTON ) ) { // Mouse + Left Arrow = left-handed punch if ( ( edge & CONTROL_LEFT ) || ( edge & CONTROL_ROT_LEFT ) ) { // TODO fix timing to Myriad rules HAND_TO_HAND(SINGLE_PUNCH_DELAY,ANIM_PUNCH_LEFT,ARM_LENGTH); // left punch with 1m reach, 1 second recover return; } // Mouse + Rigth Arrow = right-handed punch if ( ( edge & CONTROL_RIGHT ) || ( edge & CONTROL_ROT_RIGHT ) ) { // TODO fix timing to Myriad rules HAND_TO_HAND(SINGLE_PUNCH_DELAY,ANIM_PUNCH_RIGHT,ARM_LENGTH); // right punch, 1m reach, 1 second recover return; } if ( ( edge & CONTROL_UP ) || ( edge & CONTROL_FWD ) ) { // TODO fix timing to Myriad rules HAND_TO_HAND(DOUBLE_PUNCH_DELAY,ANIM_PUNCH_ONETWO,ARM_LENGTH); // left-right combo, 1m reach, 2 second recover return; } if ( ( edge & CONTROL_DOWN ) || ( edge & CONTROL_BACK ) ) { // TODO fix timing to Myriad rules HAND_TO_HAND(KICK_DELAY,ANIM_KICK,LEG_LENGTH); // kick, 1.5m reach, 3 second recover return; } } // end if mouse button held down } // end of control event
// SENSOR for who was in attack range and field of attack sensor(integer num_detected) { while(num_detected--) { // count down all results in range and field of attack key hitwho = llDetectedKey(num_detected); // key of who or what we hit string name = llDetectedName(num_detected); // name of who we hit integer attskill = GET_SKILL_RANK("Close Combat"); // get our close combat skill rank integer victimchan = (integer)("0x"+llGetSubString(hitwho,0,6)); // calculate dynamic channel of who we hit llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(PLAYERID)+" strikes at "+name+" in Close Combat!"); // tell victim HUD to perform a CLOSE COMBAT opposed ability test // attacker Power stat/Close Combat skill rank vs. Defender Grace stat/Close Combat skill rank // See Myriad PDF pp. 21-22 and Myriad Special Edition pp.27-28 llRegionSay(victimchan,"CLOSEHIT"+DIV+(string)POWER+DIV+(string)attskill+DIV+(string)MELEEATTACKDICE+DIV+(string)PLAYERID+DIV+"fists and feet"); llOwnerSay("You struck at "+name+" in Close Combat"); } // end while } // end sensor
// NO_SENSOR - this is called when the attack sensor detects nothing in range and field of attack no_sensor() { // here to fix rare bugs where sensor fails unles no_sensor is in state too }
// TIMER - scheduled events timer() { // Respawn timer ended if ( FLAG_DEAD == TRUE ) { // if dead llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(PLAYERID)+" respawns!"); RESET(); // reset and reload character } if ( FLAG_INCAPACITATED == TRUE ) { // if hurt HEAL(1); // heal 1 wound } if ( CURWOUNDS == WOUNDS ) { // fully healed? llSetTimerEvent(0.0); // stop timer } } // LINK MESSAGE - commands to and from other prims in HUD link_message(integer sender,integer num,string cmd, key id) { COMMAND(cmd); // send to shared command processor for chat and link messages return; } // LISTEN - the main Myriad Lite message processor for RP events and player commands listen(integer channel, string speakername, key speakerid, string message) { // calculate the dynamic channel of who is speaking in case we need to return commands CHANOBJECT = (integer)(CHAN_PREFIX+llGetSubString((string)speakerid,0,6));
// break down the commands and messages into units we can work with list fields = llParseString2List(message,[DIV],[]); // break into list of fields based on DIVider string command = llList2String(fields,0); // assume the first field is a Myriad Lite command
// --- PLAYER COMMAND CHANNEL if ( channel == CHANCOMMAND ) { // handle player chat commands COMMAND(command); // send to shared command processor for chat and link messages return; } // end of if channel == player commands
// --- BAM CHANNEL if ( channel == CHANBAM ) { llMessageLinked(LINK_THIS,channel,message,speakerid); // send BAM to Module return; } // end if channel BAMCHAN
// --- Myriad Lite regionwide messages if ( channel == CHANMYRIAD ) { // handle Myriad system messages if ( command == "RPEVENT" ) { // Myriad Lite RPEVENT - roleplay events everyone might find interesting string oldname = llGetObjectName(); // save the current object name llSetObjectName("Myriad RP Event"); // change the object name to llOwnerSay(llList2String(fields,1)); // now tell the owner the rest of the RPEVENT| message llSetObjectName(oldname); // restore the HUD back to its original name return; } // end if RPEVENT return; } // end if channel == CHANMYRIAD
// --- ATTACHMENT CHANNEL if ( channel == CHANATTACH ) { // handle the attachment commands if ( FLAG_DEAD == TRUE || FLAG_INCAPACITATED == TRUE ) return; // can't mess with attachments while down if ( command == "ATTACHARMOR" ) { // player attached armor somewhere integer armorrating = llList2Integer(fields,1); // get armor value integer attachpoint = llList2Integer(fields,2); // get armor location string armorname = llList2String(fields,3); // get armor's name WEARARMOR(attachpoint,armorrating,armorname); // add armor to set of armor worn return; } if ( command == "DETACHARMOR" ) { // player attached armor somewhere integer armorrating = llList2Integer(fields,1); // get armor value integer attachpoint = llList2Integer(fields,2); // get armor location string armorname = llList2String(fields,3); // get armor's name REMOVEARMOR(attachpoint,armorrating,armorname); // detach armor from set of armor worn return; } if ( command == "ATTACHMELEE" || command == "ATTACHRANGED" ) { // holding a weapon rather than using fists? FLAG_FISTS = FALSE; // turn off fist fighter if ( FLAG_CONTROLS == TRUE ) { // if we own controls... llReleaseControls(); // release them FLAG_CONTROLS = FALSE; // and remember } return; } if ( command == "DETACHMELEE" || command == "DETACHRANGED" ) { // are we going back to fists? FLAG_FISTS = TRUE; // turn fist fighter back on if ( FLAG_CONTROLS == FALSE ) { // if we don't have controls llReleaseControls(); // release them just in case llRequestPermissions(PLAYERID,PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); // then ask to take controls } return; } if ( command == "ATTACHMETER" ) { METERWORN = TRUE; // we need to send meter events METER(); // send update return; } if ( command == "DETACHMETER" ) { METERWORN = FALSE; return; } } // --- CHANPLAYER if ( channel == CHANPLAYER ) { // handle player dynamic commands // we've been hit and have to make an opposed ability test to avoid it if ( command == "HITCHECK" || command == "RANGEDHIT" || command == "CLOSEHIT" ) { // mortal combat attack message? integer attackstat = llList2Integer(fields,1); // get attackers stat integer attackskill = llList2Integer(fields,2); // get attackers skill integer attackdice = llList2Integer(fields,3); // get attacker object's attack dice key owner = llList2Key(fields,4); // get attacker object's key string item = llList2String(fields,5); // get attacker object name if ( attackstat < MINSTAT || attackstat > MAXSTAT ) { // is the attack stat value out of allowed range? ERROR("Attack stat value "+(string)attackstat+" out of range: "+(string)MINSTAT+"-"+(string)MAXSTAT); // TODO make a tattletale RP event? return; } if ( attackskill < MINSKILL || attackstat > MAXSKILL ) { // is the attack skill value out of allowed range? ERROR("Attack skill value "+(string)attackskill+" out of range: "+(string)MINSKILL+"-"+(string)MAXSKILL); // TODO make a tattletale RP event? return; } if ( attackdice < MINDAMAGE || attackdice > MAXDAMAGE ) { // is the attacking weapon's attack dice value out of allowed range? ERROR("Attack dice value out of range: "+(string)MINDAMAGE+"-"+(string)MAXDAMAGE); // TODO make a tattletale RP event? return; } integer skillamount = 0; // create a place to hold the defenders mortal combat skill rank if ( command == "HITCHECK" || command == "RANGEDHIT" ) { // if this is ranged combat skillamount = GET_SKILL_RANK("Ranged Combat"); // get ranged combat skill rank } if ( command == "CLOSEHIT" ) { // if this is close combat skillamount = GET_SKILL_RANK("Close Combat"); // get close combat skill rank } // see if we're hit integer amihit = OPPOSED_TEST(attackstat,attackskill,GRACE,skillamount); // attacker power+skill vs. defender grace+skill if ( amihit == TRUE ) { // we're hit! if ( command == "HITCHECK" || command == "RANGEDHIT" ) { // we're hit by ranged attack llOwnerSay("You've been hit in ranged combat by "+llKey2Name(owner)+"'s "+item+"!"); } if ( command == "CLOSEHIT" ) { // we're hit by melee or hand to hand attack llOwnerSay("You been hit in close combat by "+llKey2Name(owner)+"!"); } HIT(attackdice); // apply the hit } return; } // Heal Some Damage if ( command == "HEALPARTIAL" ) { // only a partial heal integer boxeshealed = llList2Integer(fields,1); // how many boxes are we healing? HEAL(boxeshealed); // heal X number of boxes llOwnerSay("Partially healed. Wounds: "+(string)CURWOUNDS+" of "+(string)WOUNDS+" wound boxes. Critical: "+(string)CURCRITICAL+" of "+(string)CRITICAL+" critical wound boxes."); METER(); // update return; } if ( command == "HEALFULL" ) { // full heal, reset state CURWOUNDS = WOUNDS; // restore wound boxes CURCRITICAL = CRITICAL; // restore critical wound boxes FLAG_DEAD = FALSE; // no longer dead FLAG_INCAPACITATED = FALSE; // no longer incapacitated if ( FLAG_ANIMATE == TRUE ) { // if we're running an animation llStopAnimation(ANIM_DEAD); // stop the dead animate llStopAnimation(ANIM_INCAPACITATED); // stop the incapacitate animate } llOwnerSay("Fully healed! Wounds: "+(string)CURWOUNDS+" of "+(string)WOUNDS+" wound boxes. Critical: "+(string)CURCRITICAL+" of "+(string)CRITICAL+" critical wound boxes."); METER(); // update return; } // Actions NOT Allowed When Dead/Incapacitated go below here if ( FLAG_DEAD == TRUE || FLAG_INCAPACITATED == TRUE ) return; // If Your Bullet has hit, fire a hitcheck regionwide at targetplayer's channel if ( command == "CLOSECOMBAT" || command == "RANGEDCOMBAT" || command == "TOHIT" ) { integer attdice = llList2Integer(fields,1); // get attack dice of weapon used string hitwho = llList2String(fields,2); // get UUID of who we hit string bywho = llList2String(fields,3); // should be our own UUID string bywhat = llList2String(fields,4); // name of item we hit with (good for bullets/missiles)
integer victimchan = (integer)("0x"+llGetSubString(hitwho,0,6)); // calculate victim's dynamic channel integer attskill = 0; // zero our attack skill if ( command == "RANGEDCOMBAT" || command == "TOHIT" ) { // if this is a ranged attack attskill = GET_SKILL_RANK("Ranged Combat"); // get ranged combat skill level llRegionSay(victimchan,"RANGEDHIT"+DIV+(string)POWER+DIV+(string)attskill+DIV+(string)attdice+DIV+bywho+DIV+bywhat); // attack! return; } if ( command == "CLOSECOMBAT" ) { // if this is melee or hand to hand attskill = GET_SKILL_RANK("Close Combat"); // get close combat skill level llRegionSay(victimchan,"CLOSEHIT"+DIV+(string)POWER+DIV+(string)attskill+DIV+(string)attdice+DIV+bywho+DIV+bywhat); // attack! return; } return; } // end if CLOSECOMBAT/RANGEDCOMBAT/TOHID } // end if channel CHANPLAYER } // end listen
} // end state running // END </lsl>