133 lines
4.7 KiB
Plaintext
133 lines
4.7 KiB
Plaintext
#include"aps_include"
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//////////////////////////////////////
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///// Created by: bushido/////////////
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//////////////////////////////////////
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//////////////////////////////////////
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// AdjustPlayerStats()////////////////
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// Developed by: Wouter Dhondt////////
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// Slightly modified by: bushido//////
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//////////////////////////////////////
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// Adjust Player Stats function///////
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// Edited For Database By Knowj///////
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//////////////////////////////////////
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void AdjustPlayerStats()
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{
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object oDied = GetLastPlayerDied();
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object oKiller = GetLastHostileActor(oDied);
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if (!GetIsDM(oKiller) || !GetIsDM(oDied) )
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{
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// Increment or set the death variable
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int iDied = GetPersistentInt(oDied, "iDied", "score");
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++iDied;
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SetPersistentInt(oDied, "iDied", iDied, 0, "score");
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// Is this object a PC?
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if (GetIsPC(oKiller) == TRUE)
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{
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// Increment or set the killer var
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int iKilled = GetPersistentInt(oKiller, "iKilled", "score");
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++iKilled;
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SetPersistentInt(oKiller, "iKilled", iKilled, 0, "score");
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}
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}
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}
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// Raise OnDeath function
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void Raise(object oPlayer)
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{
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effect eBad = GetFirstEffect(oPlayer);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer);
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//Search for negative effects
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while(GetIsEffectValid(eBad))
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{
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if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
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GetEffectType(eBad) == EFFECT_TYPE_DEAF ||
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GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
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GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
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{
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//Remove effect if it is negative.
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RemoveEffect(oPlayer, eBad);
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}
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eBad = GetNextEffect(oPlayer);
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}
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//Fire cast spell at event for the specified target
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SignalEvent(oPlayer, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE));
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}
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// Respawn/Teleporter OnDeath function
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// Optionally you can create the waypoints described to send the dead player
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// to their respective locations.
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void Respawn(object oPlayer)
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{
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string waiting = "<c <20> >The gods show you favor, your life is restored.";
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if (GetIsDead(oPlayer))
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{
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Raise(oPlayer);
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AssignCommand(oPlayer, ClearAllActions());
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AssignCommand(oPlayer, ActionSpeakString(waiting, TALKVOLUME_TALK));
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DelayCommand(0.5, AssignCommand(oPlayer, JumpToObject(GetWaypointByTag("w_main"))));
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}
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}
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void main()
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{
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//Count up the kills and deaths
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AdjustPlayerStats();
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//Standard Ondeath stuff
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object oPlayer = GetLastPlayerDied();
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// * make friendly to Each of the 3 common factions
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AssignCommand(oPlayer, ClearAllActions());
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/*
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if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPlayer);
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}
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*/
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//Begin kill/death messages
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object oVictor = GetLastHostileActor(oPlayer);
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object oPC = GetFirstPC();
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int count = 0;
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int nVictims = GetPersistentInt(oVictor, "iKilled", "score");
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string sKilled = GetName(oPlayer);
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//Send Message to all PC's
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sKilled += "<c <20> > was slain by ";
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sKilled += GetName(oVictor);
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sKilled += "<c <20> >\n";
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sKilled += GetName(oVictor);
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sKilled += "<c <20> > has ";
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sKilled += IntToString(nVictims);
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sKilled += "<c <20> > kills.";
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while (GetIsPC(oPC) == TRUE)
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{
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SendMessageToPC(oPC, sKilled);
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oPC = GetNextPC();
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}
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//Respawn if noone rez'd The Player
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DelayCommand(8.0, Respawn(oPlayer));
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}
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