NWNDS/nwnds_module/onheart_chkwpn.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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//::///////////////////////////////////////////////
//:: Weapon Check Guard v 1.0
//:: On Heartbeat
//:: onheart_chkwpn
//:://////////////////////////////////////////////
/*
Guard will warn player with weapon in hand to put it away.
After a few warnings the guard will attack the offending player.
*/
//:://////////////////////////////////////////////
//:: Created By: David "The Shadowlord" Corrales
//:: Created On: August 20 2002
//:://////////////////////////////////////////////
//Edited by Dante -- clean up and ClearAllActions
#include "NW_I0_GENERIC"
//VARIABLES START - EDIT AT OWN PLEASURE
float WARN_DISTANCE = 20.0;//Distance in which to spot player
float ANGER_DUR = 120.0; //Length of time (sec) that will remain angry at the pc
//END OF VARIABLES
void main()
{
ExecuteScript("prc_npc_hb", OBJECT_SELF);
int nMsg;
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF);
if(oPC != OBJECT_INVALID && (GetDistanceBetween(OBJECT_SELF, oPC) < WARN_DISTANCE) && GetObjectSeen(oPC) && !GetIsEnemy(oPC))
{
if(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) != OBJECT_INVALID)
{
if(GetLocalObject(OBJECT_SELF, "LastOffender") == oPC)
{
if(GetLocalInt(OBJECT_SELF,"OffenseCount") == 2)
{
nMsg = d4();
string ATTACK_MSG;
switch (nMsg)
{
case 1: ATTACK_MSG = "You where warned!!! Attack!!!"; break;
case 2: ATTACK_MSG = "That's it kank dung!!!"; break;
case 3: ATTACK_MSG = "I'll pry your weapon from your dead hand!!!"; break;
case 4: ATTACK_MSG = "Templars attack!!!"; break;
}
SpeakString(ATTACK_MSG);
SetIsTemporaryEnemy(oPC,OBJECT_SELF,TRUE,ANGER_DUR);
AssignCommand(OBJECT_SELF, ClearAllActions());
AssignCommand(OBJECT_SELF, ActionAttack(oPC));
}
else if(GetLocalInt(OBJECT_SELF, "OffenseCount") == 1)
{
nMsg = d4();
string WARNING3;
switch (nMsg)
{
case 1: WARNING3 = "I will not tell you again! Put it away!"; break;
case 2: WARNING3 = "Disarm or die insolent kank!"; break;
case 3: WARNING3 = "Are you deaf slave? Disarm or die!"; break;
case 4: WARNING3 = "Comply or die!"; break;
}
ClearAllActions();
AssignCommand(OBJECT_SELF, ActionMoveToObject(oPC, TRUE));
SetLocalInt(OBJECT_SELF, "OffenseCount", 2);
SpeakString(WARNING3);
}
else
{
nMsg = d4();
string WARNING2;
switch (nMsg)
{
case 1: WARNING2 = "I said put away your weapon!"; break;
case 2: WARNING2 = "Put away your weapon! You risk death!"; break;
case 3: WARNING2 = "Put away your weapon or I'll cut you!"; break;
case 4: WARNING2 = "Obey my command and sheath your arms!"; break;
}
SetLocalInt(OBJECT_SELF, "OffenseCount", 1);
SpeakString(WARNING2);
}
}
else
{
nMsg = d4();
string WARNING1;
switch (nMsg)
{
case 1: WARNING1 = "This is not a combat zone, put away your weapon."; break;
case 2: WARNING1 = "Secure your arms."; break;
case 3: WARNING1 = "Exposed weapons are not allowed here"; break;
case 4: WARNING1 = "Carrying a weapon in Tyr will get you hurt"; break;
}
SetLocalInt(OBJECT_SELF, "OffenseCount", 0);
SpeakString(WARNING1);
SetLocalObject(OBJECT_SELF, "LastOffender", oPC);
}
}
else
{
if(GetLocalObject(OBJECT_SELF, "LastOffender") != OBJECT_INVALID)
{
nMsg = d4();
string COMPLY_REPLY;
switch (nMsg)
{
case 1: COMPLY_REPLY = "Smart move slave."; break;
case 2: COMPLY_REPLY = "Thats more like it, I guess I wont bust your head."; break;
case 3: COMPLY_REPLY = "Thats better."; break;
case 4: COMPLY_REPLY = "Lets not see anymore of that."; break;
}
SpeakString(COMPLY_REPLY);
}
DeleteLocalObject(OBJECT_SELF, "LastOffender");
SetLocalInt(OBJECT_SELF, "OffenseCount", 0);
}
}
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
{
if(TalentAdvancedBuff(40.0))
{
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
return;
}
}
if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING))
{
int nDay = FALSE;
if(GetIsDay() || GetIsDawn())
{
nDay = TRUE;
}
if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay)
{
if(nDay == TRUE)
{
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE);
}
else
{
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE);
}
WalkWayPoints();
}
}
if(!GetHasEffect(EFFECT_TYPE_SLEEP))
{
if(!GetIsPostOrWalking())
{
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF))
{
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN))
{
PlayMobileAmbientAnimations();
}
else if(GetIsEncounterCreature() &&
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
PlayMobileAmbientAnimations();
}
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) &&
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
PlayImmobileAmbientAnimations();
}
}
else
{
DetermineSpecialBehavior();
}
}
else
{
//DetermineCombatRound();
}
}
}
}
else
{
if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
{
effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
if(d10() > 6)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
}
}
}
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1001));
}
}