/*////////////////////////////////////////////////////////////////////////////// Script Name: pe_mod_settings Programmer: Philos //////////////////////////////////////////////////////////////////////////////// PEPS Plugin to set module and area settings. /*////////////////////////////////////////////////////////////////////////////// const string AI_MODULE_HEARTBEAT_SCRIPT = "AI_MODULE_HEARTBEAT_SCRIPT"; #include "0i_main" void main() { // Get the last player to use targeting mode object oPC = GetLastPlayerToSelectTarget(); string sTargetMode = GetLocalString(oPC, AI_TARGET_MODE); if(oPC == OBJECT_SELF && sTargetMode != "") { // Get the targeting mode data object oTarget = GetTargetingModeSelectedObject(); vector vTarget = GetTargetingModeSelectedPosition(); location lLocation = Location(GetArea(oPC), vTarget, GetFacing(oPC)); object oAssociate = GetLocalObject(oPC, AI_TARGET_ASSOCIATE); // If the user manually exited targeting mode without selecting a target, return if(!GetIsObjectValid(oTarget) && vTarget == Vector()) { return; } // Targeting code here. if(sTargetMode == "TEST_LEVEL_TARGET") { int nLevel = ai_GetCharacterLevels(oTarget); int nXPNeeded = StringToInt(Get2DAString("exptable", "XP", nLevel)); int nXPToGive = nXPNeeded - GetXP(oTarget); GiveXPToCreature(oTarget, nXPToGive); ai_SendMessages(GetName(oTarget) + " has gained " + IntToString(nXPToGive) + " experience to gain 1 level.", AI_COLOR_YELLOW, oPC); } else if(sTargetMode == "TEST_GOLD_TARGET") { GiveGoldToCreature(oTarget, 10000); ai_SendMessages(GetName(oTarget) + " has gained 10,000 gold.", AI_COLOR_YELLOW, oPC); } else if(sTargetMode == "TEST_REST_TARGET") { ForceRest(oTarget); ai_SendMessages(GetName(oTarget) + " has rested.", AI_COLOR_GREEN, oPC); } else if(sTargetMode == "TEST_HEAL_TARGET") { int nHeal = GetMaxHitPoints(oTarget) - GetCurrentHitPoints(oTarget); if(nHeal > 0) { effect eHeal = EffectHeal(nHeal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); ai_SendMessages(GetName(oTarget) + " has been healed.", AI_COLOR_GREEN, oPC); } } else if(sTargetMode == "TEST_ID_TARGET") SetIdentified(oTarget, !GetIdentified(oTarget)); else if(sTargetMode == "TEST_CLEAR_TARGET") { ClearAllActions(TRUE, oTarget); } else if(sTargetMode == "TEST_KILL_TARGET") { effect eDmg = EffectDamage(10000); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget); ai_SendMessages(GetName(oTarget) + " has been killed.", AI_COLOR_RED, oPC); } else if(sTargetMode == "TEST_REMOVE_TARGET") { SetIsDestroyable(TRUE, FALSE, FALSE, oTarget); DestroyObject(oTarget); ai_SendMessages(GetName(oTarget) + " has been removed!", AI_COLOR_RED, oPC); } } // Run all non-targeting code here, usually NUI events. else { object oPC = NuiGetEventPlayer(); int nToken = NuiGetEventWindow(); string sEvent = NuiGetEventType(); string sElem = NuiGetEventElement(); int nIndex = NuiGetEventArrayIndex(); //string sWndId = NuiGetWindowId(oPC, nToken); //********************************************************************** //if(GetLocalInt(oPC, AI_NO_NUI_SAVE)) return; if(sEvent == "click") { if(sElem == "btn_combat_music_off") { object oArea = GetFirstArea(); while(GetIsObjectValid(oArea)) { MusicBattleChange(oArea, 0); oArea = GetNextArea(); } ai_SendMessages(GetModuleName() + " has had the combat music removed. Save your game or you may loose this change!", AI_COLOR_GREEN, oPC); } if(sElem == "btn_night_to_day") { object oModule = GetModule(); string sScript = GetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT); if(sScript == "pc_mod_set") { sScript = GetLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT); SetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT, sScript); DeleteLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT); SendMessageToPC(oPC, "Module has been set to use normal time passage!"); } else { SetLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT, sScript); SetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT, "pc_mod_set"); SendMessageToPC(oPC, "Module has been set to pass through nighttime to make it morning!"); } } } } }