Aschbourne_PRC8/_module/nss/x2_onrest.nss
Jaysyn904 f5ffe7d0b9 Module commit
Module commit.
2024-06-14 10:48:20 -04:00

114 lines
3.4 KiB
Plaintext

//::///////////////////////////////////////////////
//:: Name: x2_onrest
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
The generic wandering monster system
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: June 9/03
//:://////////////////////////////////////////////
#include "x0_i0_henchman"
#include "x2_inc_restsys"
#include "x2_inc_banter"
// * returns true if its time to say another romance line
int GetPlotProgress();
void main()
{
object oPC = GetLastPCRested();
/* Georg, August 11, 2003
Added this code to allow the designer to specify a variable on the module
Instead of using a OnAreaEnter script. Nice new toolset feature!
Basically, the first time a player rests, the area is scanned for the
encounter table string and will set it up.
*/
object oArea = GetArea (oPC);
// Vampire Rest Code
//ExecuteScript("vamp_rest", OBJECT_SELF);
// Do not allow to rest during the seige
if(GetLocalInt(GetModule(), "X2_StartSeerSiegeSpeech") == 2)
{
FloatingTextStrRefOnCreature(84142 ,oPC);
AssignCommand(oPC, ClearAllActions());
return;
}
string sTable = GetLocalString(oArea,"X2_WM_ENCOUNTERTABLE") ;
if (sTable != "" )
{
int nDoors = GetLocalInt(oArea,"X2_WM_AREA_USEDOORS");
int nDC = GetLocalInt(oArea,"X2_WM_AREA_LISTENCHECK");
WMSetAreaTable(oArea,sTable,nDoors,nDC);
//remove string to indicate we are set up
DeleteLocalString(oArea,"X2_WM_ENCOUNTERTABLE");
}
/* Brent, July 2 2003
- If you rest and are a low level character at the beginning of the module.
You will trigger the first dream cutscene
*/
if (GetLocalInt(GetModule(), "X2_G_LOWLEVELSTART") == 10)
{
AssignCommand(oPC, ClearAllActions());
if (GetHitDice(oPC) >= 12)
{
ExecuteScript("bk_sleep", oPC);
return;
}
else
{
FloatingTextStrRefOnCreature(84141 , oPC);
return;
}
}
if (GetLastRestEventType()==REST_EVENTTYPE_REST_STARTED)
{
if (!WMStartPlayerRest(oPC))
{
// The resting system has objections against resting here and now
// Probably because there is an ambush already in progress
FloatingTextStrRefOnCreature(84142 ,oPC);
AssignCommand(oPC,ClearAllActions());
}
if (WMCheckForWanderingMonster(oPC))
{
//This script MUST be run or the player won't be able to rest again ...
ExecuteScript("x2_restsys_ambus",oPC);
}
}
else if (GetLastRestEventType()==REST_EVENTTYPE_REST_CANCELLED)
{
// No longer used but left in for the community
// WMFinishPlayerRest(oPC,TRUE); // removes sleep effect, etc
}
else if (GetLastRestEventType()==REST_EVENTTYPE_REST_FINISHED)
{
// No longer used but left in for the community
// WMFinishPlayerRest(oPC); // removes sleep effect, etc
// * Brent October 15
// * In Chapter 2, your henchmen will progress the romance dialog
if (GetPlotProgress() == TRUE && GetTag(GetModule()) == "x0_module2")
{
AttemptRomanceDialog(oPC, 3); // * can only go up to 4th stage this way
}
}
}