Added henchman rental
Many areas, items, and creatures were adjusted for balance and aesthetics.
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48
_module/nss/hen_settrloc_at.nss
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48
_module/nss/hen_settrloc_at.nss
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//::///////////////////////////////////////////////
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//:: Name hen_settrloc_at
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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"Very well. Stand back!"
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*/
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//:://////////////////////////////////////////////
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//:: Created By: nereng
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//:: Created On: 03.05.06
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//:://////////////////////////////////////////////
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#include "x0_i0_assoc"
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void DoCreateTrapAtLocation()
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{
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string sTag = "HenchmanTrap"; // Tag of the trap
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string sDisarmed = ""; // script to run on disarmed
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string sTriggered = ""; // script to run on triggered
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location lLoc = GetLocation(GetMaster()); // The PC Master's location
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float fSize = GetLocalFloat(OBJECT_SELF, "TRAP_SIZE");
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int nFaction = STANDARD_FACTION_MERCHANT; // faction of the trap
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int nTrapType = GetLocalInt(OBJECT_SELF, "TRAP_BASE_NUMBER"); // type of trap
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CreateTrapAtLocation(nTrapType, lLoc, fSize, sTag, nFaction, sDisarmed, sTriggered);
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}
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void main()
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{
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//int nTrapType = GetLocalInt(OBJECT_SELF, "TRAP_BASE_NUMBER"); // type of trap
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object oTrapkit = GetLocalObject(OBJECT_SELF, "TRAP_TO_SET");
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// precaution against tricky players!
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if (GetIsObjectValid(oTrapkit) == FALSE)
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{
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SpeakString("Huh?! I wonder where that kit has gone?");
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return;
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}
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DestroyObject(oTrapkit);
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DeleteLocalObject(OBJECT_SELF, "TRAP_TO_SET");
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SetAssociateState(NW_ASC_IS_BUSY, TRUE);
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ActionMoveToObject(GetMaster());
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ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 3.0);
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ActionDoCommand(DoCreateTrapAtLocation());
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ActionDoCommand(PlaySound("gui_traparm"));
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ActionDoCommand(SetAssociateState(NW_ASC_IS_BUSY, FALSE));
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//ActionDoCommand(PlayVoiceChat(VOICE_CHAT_TASKCOMPLETE));
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}
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