Added several new undead models & facelifted overrides for other models. Added dozens of new undead creatures from Libris Mortis & the monster manuals. Added CODI Core AI. Added NESS spawner system. Added randomized respawning trap system. Added undead feeding system. Greatly revamped Catacombs & Halls of the Dead. Updated nimtools. Full compile. Updated release archive.
51 lines
1.3 KiB
Plaintext
51 lines
1.3 KiB
Plaintext
//An example OnHB script for an invisible placeable to spawn a ground trap
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#include "prc_alterations"
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#include "prgt_inc"
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void main()
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{
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//:: Declare major variables
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int nTotalPCs;
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int nTotalPCLevel;
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int nAveragePCLevel;
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object oArea = GetArea(OBJECT_SELF);
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//:: Cycle through PCs in Area
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object oPC = GetFirstObjectInArea(oArea);
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while (oPC != OBJECT_INVALID)
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{
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if (GetIsPC(oPC) == TRUE || GetIsPC(GetMaster(oPC)) == TRUE) //:: Summons & henchmen should count towards this.
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{
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nTotalPCs++;
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nTotalPCLevel = nTotalPCLevel + GetHitDice(oPC);
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}
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oPC = GetNextObjectInArea(oArea);
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}
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if (nTotalPCs > 0)
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{
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nAveragePCLevel = nTotalPCLevel / nTotalPCs;
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}
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else
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{
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nAveragePCLevel = 3;
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}
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struct trap tTrap;
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//add code in here to change things if you want to
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//for example, to set the detect DC to be 23 use:
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//tTrap.nDetectDC = 23;
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//tTrap.nDisarmDC = 27;
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tTrap.nCR = nAveragePCLevel + 5;
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tTrap.nRespawnSeconds = 600; //will respawn after 10 minutes
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tTrap.nRespawnRandomCR = tTrap.nCR ; //will rerandomize the trap each time its respawned
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tTrap.sDisarmScript = "ema_xp4trap_dis";
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//:: This will use tTrap.nCR as the CR for the trap
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tTrap = CreateRandomTrap(tTrap.nCR);
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PRGT_CreateTrapAtLocation(GetLocation(OBJECT_SELF), tTrap);
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DestroyObject(OBJECT_SELF);
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} |