PoA_PRC8/_module/nss/pcdeath.nss

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2022-10-07 14:20:31 -04:00
//This script is part of Multple Scripters Scripts
//Merged, Compiled, and Modified by Guile 1/11/08
#include "nw_i0_plot"
#include "x2_inc_compon"
//#include "ld_inc_gwshp"
effect eEffect;
object oTarget;
void AdjustPlayerStats()
{
// Get the last player that died
object oDied = GetLastPlayerDied();
// Increment or set the death variable
int iDied = GetLocalInt (oDied, "iDied");
++iDied;
SetLocalInt(oDied, "iDied", iDied);
object oKiller = GetLastHostileActor(oDied);
// Is this object a PC?
if (GetIsPC(oKiller) == TRUE)
{
// Increment or set the killer var
int iKilled = GetLocalInt (oKiller,"iKilled");
++iKilled;
SetLocalInt(oKiller, "iKilled", iKilled);
}
}
// Raise OnDeath function
void Raise(object oPlayer)
{
effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION);
effect eBad = GetFirstEffect(oPlayer);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer);
//Search for negative effects
while(GetIsEffectValid(eBad))
{
if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
GetEffectType(eBad) == EFFECT_TYPE_DEAF ||
GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
{
//Remove effect if it is negative.
RemoveEffect(oPlayer, eBad);
}
eBad = GetNextEffect(oPlayer);
}
//Fire cast spell at event for the specified target
SignalEvent(oPlayer, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oPlayer);
}
// Respawn/Teleporter OnDeath function
// Optionally you can create the waypoints described to send the dead player
// to their respective locations.
void Respawn(object oPlayer)
{
string waiting = "<c <20> >The gods show you favor, your life is restored.";
if (GetIsDead(oPlayer))
{
location lTarget;
object oPC = GetLastPlayerDied();
if (!GetIsPC(oPC)) return;
if (GetItemPossessedBy(oPC, "arenatoken")!= OBJECT_INVALID)
{
object oTarget = GetWaypointByTag("arenaspawnpt");
effect eTeleport = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eTeleport, oPlayer);
Raise(oPlayer);
AssignCommand(oPlayer, ActionSpeakString(waiting, TALKVOLUME_TALK));
DelayCommand(0.5, AssignCommand(oPlayer, JumpToObject(oTarget)));
return;
}
else
{
object oTarget;
oTarget = oPC;
CreateItemOnObject("death", oPC,1);
}
}
}
void main()
{
//Count up the kills and deaths
AdjustPlayerStats();
//Standard Ondeath stuff
object oPlayer = GetLastPlayerDied();
// * make friendly to Each of the 3 common factions
AssignCommand(oPlayer, ClearAllActions());
//Shifter stored info cleared
// ClearShifterStored(oPlayer);
// * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPlayer) <= 10)
{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPlayer);
}
if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPlayer) <= 10)
{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPlayer);
}
if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPlayer) <= 10)
{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPlayer);
}
//Begin kill/death messages
object oVictor = GetLastHostileActor(oPlayer);
object oPC = GetFirstPC();
int count = 0;
int nVictims = GetLocalInt(oVictor, "iKilled");
string sKilled = GetName(oPlayer);
//Send Message to all PC's
sKilled += "<c<> > was slain by ";
sKilled += GetName(oVictor);
sKilled += "<c<> >\n";
sKilled += GetName(oVictor);
sKilled += "<c<> > has ";
sKilled += IntToString(nVictims);
sKilled += "<c<> > kills.";
while (GetIsPC(oPC) == TRUE)
{
SendMessageToPC(oPC, sKilled);
oPC = GetNextPC();
}
oPC = GetLastPlayerDied();
location lSelf = GetLocation(oPC);
effect eVis = EffectVisualEffect(234);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lSelf);
//This death token prevents logging to cheat death :)
//Other scripts check to see if they have the token.
CreateItemOnObject("death", oPlayer, 1);
if (GetItemPossessedBy(oPC, "immotoken")!= OBJECT_INVALID)
{
object oTarget;
oTarget = oPC;
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PARALYZED), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PARALYZED), GetLocation(oTarget));
effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION);
effect eBad = GetFirstEffect(oTarget);
DelayCommand(120.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oTarget));
DelayCommand(120.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oTarget)), oTarget));
object oItem;
oItem = GetFirstItemInInventory(oPC);
while (GetIsObjectValid(oItem))
{
if (GetTag(oItem)=="death") DestroyObject(oItem);
oItem = GetNextItemInInventory(oPC);
}
return;
}
//Since they are not immo, give them the chance to respawn.
DelayCommand(4.0, PopUpGUIPanel(oPlayer,GUI_PANEL_PLAYER_DEATH));
//After PC Dies, start PK script, though the PC will rez fast if effy killed
{
object oDead = GetLastPlayerDied();
object oKiller = GetLastHostileActor(oDead);
if(GetIsPC(GetMaster(oKiller)))
{
oKiller = GetMaster(oKiller);
}
if(!GetIsPC(oKiller))return;
//define variables
int kLvl = GetHitDice(oKiller);
int pLvl = GetHitDice(oDead);
int dLvl = kLvl - pLvl;
int aLvl = pLvl - kLvl;
effect eKill = EffectDeath(TRUE);
effect eRaise = EffectResurrection();
effect eVis = EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION);
effect eEffect;
eEffect = EffectHeal(GetMaxHitPoints(oPC));
if(dLvl >= 7)
{
object oItem;
oItem = GetFirstItemInInventory(oDead);
while (GetIsObjectValid(oItem))
{
if (GetTag(oItem)=="death") DestroyObject(oItem);
oItem = GetNextItemInInventory(oDead);
}
//Raise the victim of the high level killer
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oDead);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eRaise,oDead);
//Kill the offender & take xp/gold (uncomment line below to use)
//ApplyEffectToObject(DURATION_TYPE_INSTANT,eKill,oKiller);
SetXP(oKiller,GetXP(oKiller)-200);
AssignCommand(oKiller,TakeGoldFromCreature(2000,oKiller,TRUE));
AssignCommand(oKiller, ClearAllActions());
AssignCommand(oKiller, ActionSpeakString("<c<>> I am a newbie killer!!!", TALKVOLUME_SHOUT));
Raise(oPlayer);
}
else if(aLvl >= 1)
{
if (aLvl >=6)
{
int nXP = 400;
int nGold = 8000;
GiveXPToCreature(oKiller,nXP);
GiveGoldToCreature(oKiller,nGold);
}
//award xp/gold by level difference, if it's 1 or greater
else if (aLvl <=5)
{
int nXP = aLvl * 80;
int nGold = aLvl * 800;
GiveXPToCreature(oKiller,nXP);
GiveGoldToCreature(oKiller,nGold);
AssignCommand(oDead, ActionSpeakString("I got pwned!!", TALKVOLUME_SHOUT));
}
}
//Otherwise just give a base xp/gold reward.
else
{
//award xp/gold by level difference + standard PK Award 150xp/2000gp
int nXP = 200;
int nGold = 4000;
GiveXPToCreature(oKiller,nXP);
GiveGoldToCreature(oKiller,nGold);
AssignCommand(oDead, ActionSpeakString("I got pwned!!", TALKVOLUME_SHOUT));
}
}
//Rez & Teleport Player to the Guild if they have a guild stone.
//Optional (You don't have to hand these stones out.)
if (GetItemPossessedBy(oPC, "guildstone")== OBJECT_INVALID)
return;
{
object oTarget;
location lTarget;
effect eBad = GetFirstEffect(oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC);
oTarget = GetWaypointByTag("guildway");
lTarget = GetLocation(oTarget);
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
//This option allows you to create something that can send players back
//to the place where they last died, open up the "pcdeathport" script
SetLocalLocation(oPC, "dth_stored_loc", GetLocation(oPC));
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionJumpToLocation(lTarget));
}
}