Big Demonic Update

Big Demonic Update. Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-05-08 17:19:06 -04:00
parent c57de79566
commit 3e00bab038
256 changed files with 156994 additions and 15916 deletions

View File

@@ -14,6 +14,8 @@ void main()
nClass = GetLevelByClass(CLASS_TYPE_ROGUE, oPC)
+GetLevelByClass(CLASS_TYPE_NINJA, oPC)
+GetLevelByClass(CLASS_TYPE_SCOUT, oPC)
+GetLevelByClass(CLASS_TYPE_BARD, oPC)
+GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)
+GetLevelByClass(CLASS_TYPE_FACTOTUM, oPC)
+GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oPC);
@@ -34,17 +36,51 @@ void main()
{
if(nSearch >= 34)
{
SendMessageToPC(oPC, "You found a secret lever!");
int nHench;
object oHench;
object oTarget;
// Send a message to the player's chat window.
SendMessageToPC(oPC, "You have found a secret lever!");
// Have text appear over the PC's head.
FloatingTextStringOnCreature("You have found a secret lever!", oPC);
// Find the location to which to teleport.
oTarget = GetWaypointByTag("royalrogueway");
lTarget = GetLocation(oTarget);
// Save the PC's current location for the return trip.
SetLocalLocation(oPC, "ls_stored_loc", GetLocation(oPC));
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
// Teleport the PC.
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, JumpToObject(oTarget));
DelayCommand(2.0, AssignCommand(oPC, ClearAllActions()));
// Also teleport associates.
oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
DelayCommand(2.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
// Support for multiple henchmen (includes horses).
nHench = 1;
oHench = GetHenchman(oPC, 1);
while ( oHench != OBJECT_INVALID )
{
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
// Next henchman.
oHench = GetHenchman(oPC, ++nHench);
}
}
}
}