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dsrc/sku.0/sys.server/compiled/game/script/item/medicine/stimpack_other.script
T

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/**
*
* Title: stimpack script
* Description: script for handling stimpacks
*/
include library.buff;
include library.groundquests;
include library.sui;
include library.utils;
include library.healing;
const string_id SID_ITEM_YOU_MUST_TARGET = new string_id("healing", "item_must_target");
const string_id SID_ITEM_ONLY_OTHERS = new string_id("healing", "item_only_on_others");
const String ACTION_NAME = "bactaShot";
trigger OnObjectMenuRequest(obj_id player, menu_info mi)
{
if (canManipulate(player, self, true, true, 15, true))
{
menu_info_data mid = mi.getMenuItemByType(menu_info_types.ITEM_USE);
if ( mid != null )
{
mid.setServerNotify(true);
}
}
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuSelect(obj_id player, int item)
{
if(isDead(player) || isIncapacitated(player))
return SCRIPT_CONTINUE;
if(buff.hasBuff(player, "feign_death"))
return SCRIPT_CONTINUE;
if ( item == menu_info_types.ITEM_USE)
{
const obj_id target = getLookAtTarget(player);
if(target == null)
{
sendSystemMessage(player, SID_ITEM_YOU_MUST_TARGET);
return SCRIPT_CONTINUE;
}
if(target == player)
{
sendSystemMessage(player, SID_ITEM_ONLY_OTHERS);
return SCRIPT_CONTINUE;
}
// notify the quest system that the player successfully performed a "bactaShot"
// on a target using this item
if (groundquests.questActionCompleted(player, target, ACTION_NAME))
{
decrementCount(self);
healing.doHealingAnimationAndEffect(player, target);
}
else
{
healing.useHealDamageItem(player, target, self);
}
}
return SCRIPT_CONTINUE;
}