Added DMFI
Added DMFI. Set Diamond Golem appearance size to large. Full compile. Updated release archive.
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123
_module/nss/sm_on_death.nss
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123
_module/nss/sm_on_death.nss
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// DMFI MP Starter Mod
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// sm_on_death
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// Execution of selected death system
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#include "x3_inc_horse"
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void main()
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{
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// Horse-related code from nw_o0_death by Deva Winblood
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object oPlayer = GetLastPlayerDied();
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object oHorse;
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object oInventory;
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string sID;
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int nC;
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string sT;
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string sR;
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int nCH;
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int nST;
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object oItem;
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effect eEffect;
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string sDB="X3SADDLEBAG"+GetTag(GetModule());
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if (GetStringLength(GetLocalString(GetModule(),"X3_SADDLEBAG_DATABASE"))>0) sDB=GetLocalString(GetModule(),"X3_SADDLEBAG_DATABASE");
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if (HorseGetIsMounted(oPlayer))
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{ // Dismount and then die
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//SetCommandable(FALSE,oPlayer);
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//ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
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DelayCommand(0.3,HORSE_SupportResetUnmountedAppearance(oPlayer));
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DelayCommand(3.0,HORSE_SupportCleanVariables(oPlayer));
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DelayCommand(1.0,HORSE_SupportRemoveACBonus(oPlayer));
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DelayCommand(1.0,HORSE_SupportRemoveHPBonus(oPlayer));
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DelayCommand(1.1,HORSE_SupportRemoveMountedSkillDecreases(oPlayer));
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DelayCommand(1.1,HORSE_SupportAdjustMountedArcheryPenalty(oPlayer));
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DelayCommand(1.2,HORSE_SupportOriginalSpeed(oPlayer));
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if (!GetLocalInt(GetModule(),"X3_HORSE_NO_CORPSES"))
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{ // okay to create lootable horse corpses
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sR=GetSkinString(oPlayer,"sX3_HorseResRef");
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sT=GetSkinString(oPlayer,"sX3_HorseMountTag");
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nCH=GetSkinInt(oPlayer,"nX3_HorseAppearance");
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nST=GetSkinInt(oPlayer,"nX3_HorseTail");
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nC=GetLocalInt(oPlayer,"nX3_HorsePortrait");
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if (GetStringLength(sR)>0&&GetStringLeft(sR,GetStringLength(HORSE_PALADIN_PREFIX))!=HORSE_PALADIN_PREFIX)
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{ // create horse
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oHorse=HorseCreateHorse(sR,GetLocation(oPlayer),oPlayer,sT,nCH,nST);
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SetLootable(oHorse,TRUE);
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SetPortraitId(oHorse,nC);
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SetLocalInt(oHorse,"bDie",TRUE);
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AssignCommand(oHorse,SetIsDestroyable(FALSE,TRUE,TRUE));
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} // create horse
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} // okay to create lootable horse corpses
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oInventory=GetLocalObject(oPlayer,"oX3_Saddlebags");
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sID=GetLocalString(oPlayer,"sDB_Inv");
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if (GetIsObjectValid(oInventory))
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{ // drop horse saddlebags
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if (!GetIsObjectValid(oHorse))
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{ // no horse created
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HORSE_SupportTransferInventory(oInventory,OBJECT_INVALID,GetLocation(oPlayer),TRUE);
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} // no horse created
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else
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{ // transfer to horse
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HORSE_SupportTransferInventory(oInventory,oHorse,GetLocation(oHorse),TRUE);
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//DelayCommand(2.0,PurgeSkinObject(oHorse));
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//DelayCommand(3.0,KillTheHorse(oHorse));
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//DelayCommand(1.8,PurgeSkinObject(oHorse));
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} // transfer to horse
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} // drop horse saddlebags
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else if (GetStringLength(sID)>0)
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{ // database based inventory
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nC=GetCampaignInt(sDB,"nCO_"+sID);
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while(nC>0)
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{ // restore inventory
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sR=GetCampaignString(sDB,"sR"+sID+IntToString(nC));
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sT=GetCampaignString(sDB,"sT"+sID+IntToString(nC));
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nST=GetCampaignInt(sDB,"nS"+sID+IntToString(nC));
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nCH=GetCampaignInt(sDB,"nC"+sID+IntToString(nC));
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DeleteCampaignVariable(sDB,"sR"+sID+IntToString(nC));
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DeleteCampaignVariable(sDB,"sT"+sID+IntToString(nC));
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DeleteCampaignVariable(sDB,"nS"+sID+IntToString(nC));
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DeleteCampaignVariable(sDB,"nC"+sID+IntToString(nC));
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if (!GetIsObjectValid(oHorse))
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{ // no lootable corpse
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oItem=CreateObject(OBJECT_TYPE_ITEM,sR,GetLocation(oPlayer),FALSE,sT);
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} // no lootable corpse
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else
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{ // lootable corpse
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oItem=CreateItemOnObject(sR,oHorse,nST,sT);
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} // lootable corpse
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if (GetItemStackSize(oItem)!=nST) SetItemStackSize(oItem,nST);
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if (nCH>0) SetItemCharges(oItem,nCH);
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nC--;
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} // restore inventory
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DeleteCampaignVariable(sDB,"nCO_"+sID);
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//DelayCommand(2.0,PurgeSkinObject(oHorse));
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if (GetIsObjectValid(oHorse)&&GetLocalInt(oHorse,"bDie")) DelayCommand(3.0,KillTheHorse(oHorse));
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//DelayCommand(2.5,PurgeSkinObject(oHorse));
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} // database based inventory
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else if (GetIsObjectValid(oHorse))
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{ // no inventory
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//DelayCommand(1.0,PurgeSkinObject(oHorse));
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DelayCommand(2.0,KillTheHorse(oHorse));
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//DelayCommand(1.8,PurgeSkinObject(oHorse));
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} // no inventory
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//eEffect=EffectDeath();
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//DelayCommand(1.6,ApplyEffectToObject(DURATION_TYPE_INSTANT,eEffect,oPlayer));
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//DelayCommand(1.7,SetCommandable(TRUE,oPlayer));
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//return;
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} // Dismount and then die
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// Now go to the main death system choices
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int deathchoice = GetLocalInt(GetModule(), "death_system");
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if (deathchoice == 1) // Parthenon Easy Death System
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ExecuteScript ("tz_ed_ondeath", oPlayer);
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if (deathchoice == 2) // HABD system, by default set to no respawn option
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ExecuteScript ("habd_onpcdeath", oPlayer);
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if (deathchoice == 3 || deathchoice == 4) // standard death system with unlimited or penalty respawn
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ExecuteScript("nw_o0_death", oPlayer);
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}
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