Module update.
More NPCs & stores spawning instead of placed. Door scripts added. Change all random commoners & nobles over to X2 AI scripts.
This commit is contained in:
9
_module/nss/chk_teleport_stn.nss
Normal file
9
_module/nss/chk_teleport_stn.nss
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@@ -0,0 +1,9 @@
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int StartingConditional()
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{
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object oPC = GetPCSpeaker();
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if (GetItemPossessedBy(oPC, "teleportationsto") != OBJECT_INVALID) return FALSE;
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return TRUE;
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}
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11
_module/nss/close_door_10sec.nss
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11
_module/nss/close_door_10sec.nss
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@@ -0,0 +1,11 @@
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// Put this script OnOpen.
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void main()
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{
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DelayCommand(10.0, ActionCloseDoor(OBJECT_SELF));
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}
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11
_module/nss/close_door_20sec.nss
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11
_module/nss/close_door_20sec.nss
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@@ -0,0 +1,11 @@
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// Put this script OnOpen.
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void main()
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{
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DelayCommand(20.0, ActionCloseDoor(OBJECT_SELF));
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}
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8
_module/nss/cv_is_daytime.nss
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8
_module/nss/cv_is_daytime.nss
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@@ -0,0 +1,8 @@
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int StartingConditional()
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{
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object oPC = GetPCSpeaker();
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if (!GetIsDay()) return FALSE;
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return TRUE;
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}
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8
_module/nss/cv_is_nighttime.nss
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8
_module/nss/cv_is_nighttime.nss
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@@ -0,0 +1,8 @@
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int StartingConditional()
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{
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object oPC = GetPCSpeaker();
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if (GetIsDay()) return FALSE;
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return TRUE;
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}
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@@ -21,6 +21,7 @@
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//:: Created On: January 23 2012
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//:://////////////////////////////////////////////
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#include "nw_i0_plot"
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#include "x0_i0_position"
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void main()
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@@ -73,8 +74,8 @@ void main()
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if (GetObjectType(oStore) == OBJECT_TYPE_STORE)
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{
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//:: Open store for PC in conversation.
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DelayCommand(1.0, OpenStore(oStore, oBuyer));
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//:: Open store for PC in conversation with an appraise check.
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DelayCommand(1.0, gplotAppraiseOpenStore(oStore, oBuyer));
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}
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else
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54
_module/nss/door_fail2open.nss
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54
_module/nss/door_fail2open.nss
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@@ -0,0 +1,54 @@
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/////////////////////////////////////////
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/*
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Generic door OnFailToOpen event
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- if the tag of the door is "barred" when this
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event fires, the door will speak the string
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"The door is barred from the other side"
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-If a LocalInt "GREETING" is assigned to the door
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and is TRUE,
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a). the event starts a conversation using the
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door's tag as the resref for the dialog.
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ie: If the door's tag is Door01, save the conversation file
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as door01. To avoid any potential glitches, the door's
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tag should probably be all lower case.
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b). SetLocalObject(oPC,"oDoor",OBJECT_SELF); is used
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so GetLocalObject can be used as a reference within
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the conversation. The following shoule be included
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in the door's dialog OnConversation End Event;
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object oPC = GetPCSpeaker();
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DeleteLocalObject(oPC,"oDoor");
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*/
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////////////////////////////////////////
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void main()
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{
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string sTag = GetTag(OBJECT_SELF);
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string sDialogResRef=sTag;
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if(sTag == "barred")
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{SpeakString("The door is barred from the other side");}
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else
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{
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if(GetLocalInt(OBJECT_SELF,"GREETING") == FALSE)
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{return;}
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else
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{
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object oPC = GetClickingObject();
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if(GetIsPC(oPC) == FALSE)
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{return;}
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else
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{
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SetLocalObject(oPC,"oDoor",OBJECT_SELF);
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ActionStartConversation(oPC,sDialogResRef,TRUE,FALSE);
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}
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}
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}
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}
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@@ -13839,7 +13839,7 @@ int AI_AttemptHostileSkills()
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GlobalIntelligence >= 3) ||
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GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER))
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{
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SpeakString("Seting for NO: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)) + " YES: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)));
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//SpeakString("Setting for NO: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)) + " YES: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)));
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// Need appropriate level of skill, checked On Spawn, or overriden...
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AI_ActionUseSkillOnMeleeTarget(SKILL_PICK_POCKET);
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return TRUE;
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6
_module/nss/ra_close_door.nss
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6
_module/nss/ra_close_door.nss
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@@ -0,0 +1,6 @@
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//Closes door if it is open
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void main()
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{
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DelayCommand(25.0f,ActionCloseDoor(OBJECT_SELF));
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}
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285
_module/nss/ra_st_armory.nss
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285
_module/nss/ra_st_armory.nss
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@@ -0,0 +1,285 @@
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//::////////////////////////////////////////////////////////////////////////////
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//:: Store Open Script
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//:: ar_st_armory
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//:: For slightly faster store restocking
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//:: -DM Heatstroke
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//::////////////////////////////////////////////////////////////////////////////
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/*
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This script will allow stores to partially reset
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themselves to their original state after some
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time has passed.
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Intended for persistent worlds.
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By: The Krit
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//:: Created On: 3/2/07
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//:: Replaces the "do-nothing" BioWare script.
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//::////////////////////////////////////////////////////////////////////////////
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//::////////////////////////////////////////////////////////////////////////////
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//
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// This script will cause a store's finite inventory
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// and limited gold to be (partially) replenished
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// after a certain amount of time passes. It will also
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// clean out new items and excess gold. I call this
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// restocking.
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//
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// The timer starts when the store is first opened
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// after server rest or the last restock. The time
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// is random, but will be at least RESTOCK_TIME_FIXED
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// real-time hours. The random component of the time
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// is added to this minimum, and will range from 0
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// to RESTOCK_TIME_VARIABLE minutes.
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//
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// Items are only replaced if all of that type have
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// been sold (and not bought back). The chance for an
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// item to be replaced is RESTOCK_CHANCE.
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//
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// Items not in the store's original inventory have a
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// chance to be removed (sold to unspecified NPC's, if
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// you will) when the store restocks. This chance is
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// UNSTOCK_CHANCE.
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//
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// After the store restocks, the store's gold supply -- if
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// limited -- will be no more than GOLD_MAX_FRACTION times
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// its starting value.
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//
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// After the store restocks, the store's gold supply -- if
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// limited -- will be no less than GOLD_MIN_FRACTION times
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// its starting value.
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//
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// If you try to mess with things and make GOLD_MAX_FRACTION
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// less than GOLD_MIN_FRACTION, you deserve whatever happens.
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// You may also smack yourself for making trouble. :)
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//
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//::////////////////////////////////////////////////////////////////////////////
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//
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// The variables mentioned above are set globally below.
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// In addition, you can change the value for a particular
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// store by setting a local variable of the same name
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// (and type) on the store.
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// NOTE: These variables must be set on the *store*, not
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// the merchant.
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//
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//::////////////////////////////////////////////////////////////////////////////
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//
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// This script will (likely) break if you switch a
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// store from unlimited gold to limited gold through
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// scripting. Don't do that. There would be no
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// original gold level to refer to when restocking.
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//
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//::////////////////////////////////////////////////////////////////////////////
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// The following is the minimum number of real-time (not
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// game-time) hours that elapse before a store gets
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// restocked.
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const int RESTOCK_TIME_FIXED = 2;
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// The following is the maximum number of minutes (not
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// hours) that a restock might be delayed beyond the
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// above minimum number of hours.
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const int RESTOCK_TIME_VARIABLE = 30;
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// The following is the chance (percentage) that a depleted
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// item will be replaced when the restocking occurs. Each
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// item rolls this percentage individually.
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const int RESTOCK_CHANCE = 75;
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// The following is the chance (percentage) that an item
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// not in the store's original inventory will be removed
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// when a restocking occurs.
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const int UNSTOCK_CHANCE = 5;
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// The following is the fraction (floating point) of the
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// stores original gold that is the most a store can have
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// after restocking.
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// (No effect on stores with unlimited gold.)
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const float GOLD_MAX_FRACTION = 2.20;
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// The following is the fraction (floating point) of the
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// stores original gold that is the least a store can have
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// after restocking.
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// (No effect on stores with unlimited gold.)
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const float GOLD_MIN_FRACTION = 0.80;
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// The following are names of local variables used by
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// this script.
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const string STORE_GOLD = "TK_STORE_STARTING_GOLD";
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const string ORIG_INVENTORY = "TK_STORE_STARTING_INVENTORY_";
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const string CUR_INVENTORY = "TK_STORE_CURRENT_INVENTORY_";
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const string INVENTORY_STACK = "TK_STORE_INVENTORY_STACK_LIST_";
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const string INVENTORY_LIST = "TK_STORE_INVENTORY_LIST_";
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const string INVENTORY_SIZE = "TK_STORE_INVENTORY_SIZE";
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const string INVENTORIED = "TK_STORE_DID_INVENTORY";
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const string RESTOCK_ORDERED = "TK_STORE_DID_DELAY";
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// Records the store's current (starting) inventory.
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void DoInventory();
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// Restocks the store.
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void Restock();
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//////////////////////////////////////////////////
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// main()
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//
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// Intended for a store's OnOpenStore event, replacing the BioWare default.
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//
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void main()
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{
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// See if the store's original inventory has been recorded.
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if ( !GetLocalInt(OBJECT_SELF, INVENTORIED) )
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{
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// Record the current inventory.
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DoInventory();
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SetLocalInt(OBJECT_SELF, INVENTORIED, TRUE);
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}
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// See if a restock is currently on delay.
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if ( !GetLocalInt(OBJECT_SELF, RESTOCK_ORDERED) )
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{
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// Determine the restock times (possibly stored locally).
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int nRestockHours = GetLocalInt(OBJECT_SELF, "RESTOCK_TIME_FIXED");
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if ( nRestockHours == 0 )
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nRestockHours = RESTOCK_TIME_FIXED;
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int nRestockMinutes = GetLocalInt(OBJECT_SELF, "RESTOCK_TIME_VARIABLE");
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if ( nRestockMinutes == 0 )
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nRestockMinutes = RESTOCK_TIME_VARIABLE;
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// Order (delay) a restock.
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DelayCommand( TurnsToSeconds(60*nRestockHours + Random(nRestockMinutes+1)),
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Restock());
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SetLocalInt(OBJECT_SELF, RESTOCK_ORDERED, TRUE);
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}
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}
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//////////////////////////////////////////////////
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// DoInventory()
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//
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// Records the store's current (starting) inventory.
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//
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void DoInventory()
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{
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// Record the store's current gold.
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SetLocalInt(OBJECT_SELF, STORE_GOLD, GetStoreGold(OBJECT_SELF));
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// Record the store's current inventory.
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int nCount = 0;
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object oItem = GetFirstItemInInventory();
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while ( oItem != OBJECT_INVALID )
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{
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// We are only concerned with items in finite supply.
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if ( !GetInfiniteFlag(oItem) )
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{
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string sResRef = GetResRef(oItem);
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// Set a boolean flag based on the blueprint name.
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SetLocalInt(OBJECT_SELF, ORIG_INVENTORY + sResRef, TRUE);
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// Add sResRef to the list of blueprints.
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SetLocalString(OBJECT_SELF, INVENTORY_LIST + IntToString(nCount), sResRef);
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// Record the stack size.
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SetLocalInt(OBJECT_SELF, INVENTORY_STACK + IntToString(nCount), GetItemStackSize(oItem));
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// Update the count.
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nCount++;
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}
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// Next item.
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oItem = GetNextItemInInventory();
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}
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// Record the length of the list of blueprints.
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SetLocalInt(OBJECT_SELF, INVENTORY_SIZE, nCount);
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}
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//////////////////////////////////////////////////
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// Restock()
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//
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// Restocks the store.
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//
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void Restock()
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{
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// Check the store's gold.
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int nCurGold = GetStoreGold(OBJECT_SELF);
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// We are only concerned if the store has limited gold.
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if ( nCurGold > -1 )
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{
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// Determine the min and max gold fractions (possibly stored locally).
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float fGoldMin = GetLocalFloat(OBJECT_SELF, "GOLD_MIN_FRACTION");
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if ( fGoldMin == 0.0 )
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fGoldMin = GOLD_MIN_FRACTION;
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float fGoldMax = GetLocalFloat(OBJECT_SELF, "GOLD_MAX_FRACTION");
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if ( fGoldMax == 0.0 )
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fGoldMax = GOLD_MAX_FRACTION;
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// Calculate the minimum and maximum gold levels.
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int nOrigGold = GetLocalInt(OBJECT_SELF, STORE_GOLD);
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int nMinGold = FloatToInt(IntToFloat(nOrigGold) * fGoldMin);
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int nMaxGold = FloatToInt(IntToFloat(nOrigGold) * fGoldMax);
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// Check for too little gold.
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if ( nCurGold < nMinGold )
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SetStoreGold(OBJECT_SELF, nMinGold);
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// Check for too much gold.
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else if ( nCurGold > nMaxGold )
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SetStoreGold(OBJECT_SELF, nMaxGold);
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}
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// Determine the unstock chance (possibly stored locally).
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int nUnstockChance = GetLocalInt(OBJECT_SELF, "UNSTOCK_CHANCE");
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if ( nUnstockChance == 0 )
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nUnstockChance = UNSTOCK_CHANCE;
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// Scan the store's current inventory.
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// Record which original items are still around.
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// Possibly remove non-original items.
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object oItem = GetFirstItemInInventory();
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while ( oItem != OBJECT_INVALID )
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{
|
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// We are only concerned with items in finite supply.
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if ( !GetInfiniteFlag(oItem) )
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{
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string sResRef = GetResRef(oItem);
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// See if this item is an original item.
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if ( GetLocalInt(OBJECT_SELF, ORIG_INVENTORY + sResRef) )
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{
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// Set a boolean flag (temporarily) based on the blueprint name.
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SetLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef, TRUE);
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DelayCommand(0.0, DeleteLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef));
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}
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// See if this (not original) item should be removed.
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else if ( d100() <= nUnstockChance )
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// Delete this item.
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DestroyObject(oItem);
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}
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// Next item.
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oItem = GetNextItemInInventory();
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}
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|
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// Determine the restock chance (possibly stored locally).
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int nRestockChance = GetLocalInt(OBJECT_SELF, "RESTOCK_CHANCE");
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if ( nRestockChance == 0 )
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nRestockChance = RESTOCK_CHANCE;
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// Loop through the list of items that might be restored.
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int nCount = GetLocalInt(OBJECT_SELF, INVENTORY_SIZE);
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while ( nCount-- > 0 )
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{
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string sResRef = GetLocalString(OBJECT_SELF, INVENTORY_LIST + IntToString(nCount));
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// Make sure no items of this type are in the store's inventory (before this loop).
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if ( !GetLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef) )
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// See if this item should be restocked.
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if ( d100() <= nRestockChance )
|
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// Add this item to the store.
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CreateItemOnObject(sResRef, OBJECT_SELF,
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GetLocalInt(OBJECT_SELF, INVENTORY_STACK + IntToString(nCount)));
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}
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// Restocking is no longer in progress.
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SetLocalInt(OBJECT_SELF, RESTOCK_ORDERED, FALSE);
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}
|
285
_module/nss/ra_st_nature.nss
Normal file
285
_module/nss/ra_st_nature.nss
Normal file
@@ -0,0 +1,285 @@
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//:: Store Open Script
|
||||
//:: ra_st_nature
|
||||
//:: For slightly faster store restocking
|
||||
//:: -DM Heatstroke
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
This script will allow stores to partially reset
|
||||
themselves to their original state after some
|
||||
time has passed.
|
||||
|
||||
Intended for persistent worlds.
|
||||
*/
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//:: Created By: The Krit
|
||||
//:: Created On: 3/2/07
|
||||
//:: Replaces the "do-nothing" BioWare script.
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// This script will cause a store's finite inventory
|
||||
// and limited gold to be (partially) replenished
|
||||
// after a certain amount of time passes. It will also
|
||||
// clean out new items and excess gold. I call this
|
||||
// restocking.
|
||||
//
|
||||
// The timer starts when the store is first opened
|
||||
// after server rest or the last restock. The time
|
||||
// is random, but will be at least RESTOCK_TIME_FIXED
|
||||
// real-time hours. The random component of the time
|
||||
// is added to this minimum, and will range from 0
|
||||
// to RESTOCK_TIME_VARIABLE minutes.
|
||||
//
|
||||
// Items are only replaced if all of that type have
|
||||
// been sold (and not bought back). The chance for an
|
||||
// item to be replaced is RESTOCK_CHANCE.
|
||||
//
|
||||
// Items not in the store's original inventory have a
|
||||
// chance to be removed (sold to unspecified NPC's, if
|
||||
// you will) when the store restocks. This chance is
|
||||
// UNSTOCK_CHANCE.
|
||||
//
|
||||
// After the store restocks, the store's gold supply -- if
|
||||
// limited -- will be no more than GOLD_MAX_FRACTION times
|
||||
// its starting value.
|
||||
//
|
||||
// After the store restocks, the store's gold supply -- if
|
||||
// limited -- will be no less than GOLD_MIN_FRACTION times
|
||||
// its starting value.
|
||||
//
|
||||
// If you try to mess with things and make GOLD_MAX_FRACTION
|
||||
// less than GOLD_MIN_FRACTION, you deserve whatever happens.
|
||||
// You may also smack yourself for making trouble. :)
|
||||
//
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// The variables mentioned above are set globally below.
|
||||
// In addition, you can change the value for a particular
|
||||
// store by setting a local variable of the same name
|
||||
// (and type) on the store.
|
||||
// NOTE: These variables must be set on the *store*, not
|
||||
// the merchant.
|
||||
//
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// This script will (likely) break if you switch a
|
||||
// store from unlimited gold to limited gold through
|
||||
// scripting. Don't do that. There would be no
|
||||
// original gold level to refer to when restocking.
|
||||
//
|
||||
//::////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// The following is the minimum number of real-time (not
|
||||
// game-time) hours that elapse before a store gets
|
||||
// restocked.
|
||||
const int RESTOCK_TIME_FIXED = 2;
|
||||
|
||||
// The following is the maximum number of minutes (not
|
||||
// hours) that a restock might be delayed beyond the
|
||||
// above minimum number of hours.
|
||||
const int RESTOCK_TIME_VARIABLE = 30;
|
||||
|
||||
// The following is the chance (percentage) that a depleted
|
||||
// item will be replaced when the restocking occurs. Each
|
||||
// item rolls this percentage individually.
|
||||
const int RESTOCK_CHANCE = 75;
|
||||
|
||||
// The following is the chance (percentage) that an item
|
||||
// not in the store's original inventory will be removed
|
||||
// when a restocking occurs.
|
||||
const int UNSTOCK_CHANCE = 5;
|
||||
|
||||
// The following is the fraction (floating point) of the
|
||||
// stores original gold that is the most a store can have
|
||||
// after restocking.
|
||||
// (No effect on stores with unlimited gold.)
|
||||
const float GOLD_MAX_FRACTION = 2.20;
|
||||
|
||||
// The following is the fraction (floating point) of the
|
||||
// stores original gold that is the least a store can have
|
||||
// after restocking.
|
||||
// (No effect on stores with unlimited gold.)
|
||||
const float GOLD_MIN_FRACTION = 0.80;
|
||||
|
||||
|
||||
// The following are names of local variables used by
|
||||
// this script.
|
||||
const string STORE_GOLD = "TK_STORE_STARTING_GOLD";
|
||||
const string ORIG_INVENTORY = "TK_STORE_STARTING_INVENTORY_";
|
||||
const string CUR_INVENTORY = "TK_STORE_CURRENT_INVENTORY_";
|
||||
const string INVENTORY_STACK = "TK_STORE_INVENTORY_STACK_LIST_";
|
||||
const string INVENTORY_LIST = "TK_STORE_INVENTORY_LIST_";
|
||||
const string INVENTORY_SIZE = "TK_STORE_INVENTORY_SIZE";
|
||||
const string INVENTORIED = "TK_STORE_DID_INVENTORY";
|
||||
const string RESTOCK_ORDERED = "TK_STORE_DID_DELAY";
|
||||
|
||||
|
||||
// Records the store's current (starting) inventory.
|
||||
void DoInventory();
|
||||
|
||||
// Restocks the store.
|
||||
void Restock();
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// main()
|
||||
//
|
||||
// Intended for a store's OnOpenStore event, replacing the BioWare default.
|
||||
//
|
||||
void main()
|
||||
{
|
||||
// See if the store's original inventory has been recorded.
|
||||
if ( !GetLocalInt(OBJECT_SELF, INVENTORIED) )
|
||||
{
|
||||
// Record the current inventory.
|
||||
DoInventory();
|
||||
SetLocalInt(OBJECT_SELF, INVENTORIED, TRUE);
|
||||
}
|
||||
|
||||
// See if a restock is currently on delay.
|
||||
if ( !GetLocalInt(OBJECT_SELF, RESTOCK_ORDERED) )
|
||||
{
|
||||
// Determine the restock times (possibly stored locally).
|
||||
int nRestockHours = GetLocalInt(OBJECT_SELF, "RESTOCK_TIME_FIXED");
|
||||
if ( nRestockHours == 0 )
|
||||
nRestockHours = RESTOCK_TIME_FIXED;
|
||||
int nRestockMinutes = GetLocalInt(OBJECT_SELF, "RESTOCK_TIME_VARIABLE");
|
||||
if ( nRestockMinutes == 0 )
|
||||
nRestockMinutes = RESTOCK_TIME_VARIABLE;
|
||||
|
||||
// Order (delay) a restock.
|
||||
DelayCommand( TurnsToSeconds(60*nRestockHours + Random(nRestockMinutes+1)),
|
||||
Restock());
|
||||
SetLocalInt(OBJECT_SELF, RESTOCK_ORDERED, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// DoInventory()
|
||||
//
|
||||
// Records the store's current (starting) inventory.
|
||||
//
|
||||
void DoInventory()
|
||||
{
|
||||
// Record the store's current gold.
|
||||
SetLocalInt(OBJECT_SELF, STORE_GOLD, GetStoreGold(OBJECT_SELF));
|
||||
|
||||
// Record the store's current inventory.
|
||||
int nCount = 0;
|
||||
object oItem = GetFirstItemInInventory();
|
||||
while ( oItem != OBJECT_INVALID )
|
||||
{
|
||||
// We are only concerned with items in finite supply.
|
||||
if ( !GetInfiniteFlag(oItem) )
|
||||
{
|
||||
string sResRef = GetResRef(oItem);
|
||||
// Set a boolean flag based on the blueprint name.
|
||||
SetLocalInt(OBJECT_SELF, ORIG_INVENTORY + sResRef, TRUE);
|
||||
// Add sResRef to the list of blueprints.
|
||||
SetLocalString(OBJECT_SELF, INVENTORY_LIST + IntToString(nCount), sResRef);
|
||||
// Record the stack size.
|
||||
SetLocalInt(OBJECT_SELF, INVENTORY_STACK + IntToString(nCount), GetItemStackSize(oItem));
|
||||
// Update the count.
|
||||
nCount++;
|
||||
}
|
||||
// Next item.
|
||||
oItem = GetNextItemInInventory();
|
||||
}
|
||||
|
||||
// Record the length of the list of blueprints.
|
||||
SetLocalInt(OBJECT_SELF, INVENTORY_SIZE, nCount);
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// Restock()
|
||||
//
|
||||
// Restocks the store.
|
||||
//
|
||||
void Restock()
|
||||
{
|
||||
// Check the store's gold.
|
||||
int nCurGold = GetStoreGold(OBJECT_SELF);
|
||||
|
||||
// We are only concerned if the store has limited gold.
|
||||
if ( nCurGold > -1 )
|
||||
{
|
||||
// Determine the min and max gold fractions (possibly stored locally).
|
||||
float fGoldMin = GetLocalFloat(OBJECT_SELF, "GOLD_MIN_FRACTION");
|
||||
if ( fGoldMin == 0.0 )
|
||||
fGoldMin = GOLD_MIN_FRACTION;
|
||||
float fGoldMax = GetLocalFloat(OBJECT_SELF, "GOLD_MAX_FRACTION");
|
||||
if ( fGoldMax == 0.0 )
|
||||
fGoldMax = GOLD_MAX_FRACTION;
|
||||
|
||||
// Calculate the minimum and maximum gold levels.
|
||||
int nOrigGold = GetLocalInt(OBJECT_SELF, STORE_GOLD);
|
||||
int nMinGold = FloatToInt(IntToFloat(nOrigGold) * fGoldMin);
|
||||
int nMaxGold = FloatToInt(IntToFloat(nOrigGold) * fGoldMax);
|
||||
|
||||
// Check for too little gold.
|
||||
if ( nCurGold < nMinGold )
|
||||
SetStoreGold(OBJECT_SELF, nMinGold);
|
||||
// Check for too much gold.
|
||||
else if ( nCurGold > nMaxGold )
|
||||
SetStoreGold(OBJECT_SELF, nMaxGold);
|
||||
}
|
||||
|
||||
// Determine the unstock chance (possibly stored locally).
|
||||
int nUnstockChance = GetLocalInt(OBJECT_SELF, "UNSTOCK_CHANCE");
|
||||
if ( nUnstockChance == 0 )
|
||||
nUnstockChance = UNSTOCK_CHANCE;
|
||||
|
||||
// Scan the store's current inventory.
|
||||
// Record which original items are still around.
|
||||
// Possibly remove non-original items.
|
||||
object oItem = GetFirstItemInInventory();
|
||||
while ( oItem != OBJECT_INVALID )
|
||||
{
|
||||
// We are only concerned with items in finite supply.
|
||||
if ( !GetInfiniteFlag(oItem) )
|
||||
{
|
||||
string sResRef = GetResRef(oItem);
|
||||
|
||||
// See if this item is an original item.
|
||||
if ( GetLocalInt(OBJECT_SELF, ORIG_INVENTORY + sResRef) )
|
||||
{
|
||||
// Set a boolean flag (temporarily) based on the blueprint name.
|
||||
SetLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef, TRUE);
|
||||
DelayCommand(0.0, DeleteLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef));
|
||||
}
|
||||
// See if this (not original) item should be removed.
|
||||
else if ( d100() <= nUnstockChance )
|
||||
// Delete this item.
|
||||
DestroyObject(oItem);
|
||||
}
|
||||
// Next item.
|
||||
oItem = GetNextItemInInventory();
|
||||
}
|
||||
|
||||
// Determine the restock chance (possibly stored locally).
|
||||
int nRestockChance = GetLocalInt(OBJECT_SELF, "RESTOCK_CHANCE");
|
||||
if ( nRestockChance == 0 )
|
||||
nRestockChance = RESTOCK_CHANCE;
|
||||
|
||||
// Loop through the list of items that might be restored.
|
||||
int nCount = GetLocalInt(OBJECT_SELF, INVENTORY_SIZE);
|
||||
while ( nCount-- > 0 )
|
||||
{
|
||||
string sResRef = GetLocalString(OBJECT_SELF, INVENTORY_LIST + IntToString(nCount));
|
||||
|
||||
// Make sure no items of this type are in the store's inventory (before this loop).
|
||||
if ( !GetLocalInt(OBJECT_SELF, CUR_INVENTORY + sResRef) )
|
||||
// See if this item should be restocked.
|
||||
if ( d100() <= nRestockChance )
|
||||
// Add this item to the store.
|
||||
CreateItemOnObject(sResRef, OBJECT_SELF,
|
||||
GetLocalInt(OBJECT_SELF, INVENTORY_STACK + IntToString(nCount)));
|
||||
}
|
||||
|
||||
// Restocking is no longer in progress.
|
||||
SetLocalInt(OBJECT_SELF, RESTOCK_ORDERED, FALSE);
|
||||
}
|
@@ -1,10 +1,4 @@
|
||||
/* Script generated by
|
||||
Lilac Soul's NWN Script Generator, v. 2.1
|
||||
|
||||
For download info, please visit:
|
||||
http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
|
||||
|
||||
//Goes OnPerceived of a creature
|
||||
void main()
|
||||
{
|
||||
|
||||
|
466
_module/nss/x2_def_spawn.nss
Normal file
466
_module/nss/x2_def_spawn.nss
Normal file
@@ -0,0 +1,466 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Name x2_def_spawn
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Default On Spawn script
|
||||
|
||||
|
||||
2003-07-28: Georg Zoeller:
|
||||
|
||||
If you set a ninteger on the creature named
|
||||
"X2_USERDEFINED_ONSPAWN_EVENTS"
|
||||
The creature will fire a pre and a post-spawn
|
||||
event on itself, depending on the value of that
|
||||
variable
|
||||
1 - Fire Userdefined Event 1510 (pre spawn)
|
||||
2 - Fire Userdefined Event 1511 (post spawn)
|
||||
3 - Fire both events
|
||||
|
||||
2007-12-31: Deva Winblood
|
||||
Modified to look for X3_HORSE_OWNER_TAG and if
|
||||
it is defined look for an NPC with that tag
|
||||
nearby or in the module (checks near first).
|
||||
It will make that NPC this horse's master.
|
||||
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Keith Warner, Georg Zoeller
|
||||
//:: Created On: June 11/03
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
const int EVENT_USER_DEFINED_PRESPAWN = 1510;
|
||||
const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
|
||||
|
||||
#include "NW_I0_GENERIC"
|
||||
#include "ms_name_inc"
|
||||
#include "x2_inc_switches"
|
||||
#include "rnd_commoner_inc"
|
||||
|
||||
|
||||
void ShrinkEm(object oPC)
|
||||
{
|
||||
SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 0.5f);
|
||||
}
|
||||
|
||||
void GrowEm(object oPC)
|
||||
{
|
||||
SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 1.5f);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
string sTag;
|
||||
object oNPC;
|
||||
// User defined OnSpawn event requested?
|
||||
int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");
|
||||
|
||||
|
||||
// Pre Spawn Event requested
|
||||
if (nSpecEvent == 1 || nSpecEvent == 3 )
|
||||
{
|
||||
SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_PRESPAWN ));
|
||||
}
|
||||
|
||||
sTag=GetLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
|
||||
if (GetStringLength(sTag)>0)
|
||||
{ // look for master
|
||||
oNPC=GetNearestObjectByTag(sTag);
|
||||
if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
|
||||
{ // master found
|
||||
AddHenchman(oNPC);
|
||||
} // master found
|
||||
else
|
||||
{ // look in module
|
||||
oNPC=GetObjectByTag(sTag);
|
||||
if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
|
||||
{ // master found
|
||||
AddHenchman(oNPC);
|
||||
} // master found
|
||||
else
|
||||
{ // master does not exist - remove X3_HORSE_OWNER_TAG
|
||||
DeleteLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
|
||||
} // master does not exist - remove X3_HORSE_OWNER_TAG
|
||||
} // look in module
|
||||
} // look for master
|
||||
|
||||
|
||||
//:: Sets a random integer on the creature to use with other spell functions
|
||||
|
||||
string sImmune = GetName(OBJECT_SELF)+"_AURA_IMMUNE";
|
||||
int nRandomSeed = Random(999);
|
||||
SetLocalInt(OBJECT_SELF, sImmune, nRandomSeed);
|
||||
|
||||
//:: Creature will quickly & automatically buff itself up with any defensive
|
||||
//:: spells it has memorized.
|
||||
|
||||
int nAutobuff = GetLocalInt(OBJECT_SELF,"AUTOBUFF");
|
||||
if (nAutobuff > 0 )
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY);
|
||||
}
|
||||
|
||||
//:: Creature will flee those that close within 7m if they are not friends,
|
||||
//:: Rangers or Druids.
|
||||
|
||||
int nHerbivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_HERBIVORE");
|
||||
if (nHerbivore > 0 )
|
||||
{
|
||||
SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
|
||||
SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);
|
||||
}
|
||||
|
||||
//:: Creature will only attack those that close within 5m and are not friends,
|
||||
//:: Rangers or Druids.
|
||||
|
||||
int nOmnivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_OMNIVORE");
|
||||
if (nOmnivore > 0 )
|
||||
{
|
||||
SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
|
||||
SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE);
|
||||
}
|
||||
|
||||
int nOLM = GetLocalInt(OBJECT_SELF,"OLM");
|
||||
if (nOLM > 0)
|
||||
{
|
||||
DelayCommand(0.0f, ShrinkEm(OBJECT_SELF));
|
||||
|
||||
effect eSlow = EffectMovementSpeedDecrease(50);
|
||||
eSlow = SupernaturalEffect(eSlow);
|
||||
eSlow = ExtraordinaryEffect(eSlow);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSlow,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nHuge = GetLocalInt(OBJECT_SELF,"HUGE");
|
||||
if (nHuge > 0)
|
||||
{
|
||||
DelayCommand(0.0f, GrowEm(OBJECT_SELF));
|
||||
|
||||
}
|
||||
|
||||
int nNoStun = GetLocalInt(OBJECT_SELF,"NOSTUN");
|
||||
if (nNoStun > 0)
|
||||
{
|
||||
effect eNoStun = EffectImmunity(IMMUNITY_TYPE_STUN);
|
||||
eNoStun = SupernaturalEffect(eNoStun);
|
||||
eNoStun = ExtraordinaryEffect(eNoStun);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoStun,OBJECT_SELF));
|
||||
}
|
||||
int nNatInvis = GetLocalInt(OBJECT_SELF,"NATURAL_INVIS");
|
||||
if (nNatInvis > 0)
|
||||
{
|
||||
effect eNatInvis = EffectInvisibility(4);
|
||||
eNatInvis = SupernaturalEffect(eNatInvis);
|
||||
eNatInvis = ExtraordinaryEffect(eNatInvis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNatInvis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nNoSleep = GetLocalInt(OBJECT_SELF,"NOSLEEP");
|
||||
if (nNoSleep > 0)
|
||||
{
|
||||
effect eNoSleep = EffectImmunity(IMMUNITY_TYPE_SLEEP);
|
||||
eNoSleep = SupernaturalEffect(eNoSleep);
|
||||
eNoSleep = ExtraordinaryEffect(eNoSleep);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoSleep,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nNoDaze = GetLocalInt(OBJECT_SELF,"NODAZE");
|
||||
if (nNoDaze > 0)
|
||||
{
|
||||
effect eNoDaze = EffectImmunity(IMMUNITY_TYPE_DAZED);
|
||||
eNoDaze = SupernaturalEffect(eNoDaze);
|
||||
eNoDaze = ExtraordinaryEffect(eNoDaze);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDaze,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nNoBlind = GetLocalInt(OBJECT_SELF,"NOBLIND");
|
||||
if (nNoBlind > 0)
|
||||
{
|
||||
effect eNoBlind = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
|
||||
eNoBlind = SupernaturalEffect(eNoBlind);
|
||||
eNoBlind = ExtraordinaryEffect(eNoBlind);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoBlind,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nNoDeaf = GetLocalInt(OBJECT_SELF,"NODEAF");
|
||||
if (nNoDeaf > 0)
|
||||
{
|
||||
effect eNoDeaf = EffectImmunity(IMMUNITY_TYPE_DEAFNESS);
|
||||
eNoDeaf = SupernaturalEffect(eNoDeaf);
|
||||
eNoDeaf = ExtraordinaryEffect(eNoDeaf);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDeaf,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nDeaf = GetLocalInt(OBJECT_SELF,"IS_DEAF");
|
||||
if (nDeaf > 0)
|
||||
{
|
||||
effect eDeaf = EffectDeaf();
|
||||
eDeaf = SupernaturalEffect(eDeaf);
|
||||
eDeaf = ExtraordinaryEffect(eDeaf);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDeaf,OBJECT_SELF));
|
||||
}
|
||||
|
||||
/* Fix for the new golems to reduce their number of attacks */
|
||||
|
||||
int nNumber = GetLocalInt(OBJECT_SELF,CREATURE_VAR_NUMBER_OF_ATTACKS);
|
||||
if (nNumber >0 )
|
||||
{
|
||||
SetBaseAttackBonus(nNumber);
|
||||
}
|
||||
|
||||
int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
|
||||
if(nVFX)
|
||||
{
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectVisualEffect(nVFX)),OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nRegen = GetLocalInt(OBJECT_SELF,"FAST_HEALING");
|
||||
if(nRegen)
|
||||
{
|
||||
effect eRegen = EffectRegenerate(nRegen, 6.0f);
|
||||
eRegen = SupernaturalEffect(eRegen);
|
||||
eRegen = ExtraordinaryEffect(eRegen);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eRegen, OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nShadowy = GetLocalInt(OBJECT_SELF,"SHADOWY");
|
||||
if (nShadowy)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nStony = GetLocalInt(OBJECT_SELF,"STONY");
|
||||
if (nStony)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_PROT_STONESKIN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
int nFirey = GetLocalInt(OBJECT_SELF,"FIREY");
|
||||
if (nFirey)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_INFERNO_NO_SOUND);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
int nWoody = GetLocalInt(OBJECT_SELF,"WOODY");
|
||||
if (nWoody)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nConcealed20 = GetLocalInt(OBJECT_SELF,"CONCEALED20");
|
||||
if (nConcealed20)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
|
||||
effect eConceal = EffectConcealment(20, 0);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nConcealed50 = GetLocalInt(OBJECT_SELF,"CONCEALED50");
|
||||
if (nConcealed50)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
|
||||
effect eConceal = EffectConcealment(50, 0);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nIcy = GetLocalInt(OBJECT_SELF,"ICY");
|
||||
if (nIcy)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_ICESKIN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
int nSR = GetLocalInt(OBJECT_SELF,"SPELL_RESISTANCE");
|
||||
if ( nSR )
|
||||
{
|
||||
effect eSR = EffectSpellResistanceIncrease(nSR);
|
||||
eSR = SupernaturalEffect(eSR);
|
||||
eSR = ExtraordinaryEffect(eSR);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSR,OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nAttackBonus = GetLocalInt(OBJECT_SELF,"ATTACK_BONUS");
|
||||
if ( nAttackBonus )
|
||||
{
|
||||
effect eAttack = EffectAttackIncrease(nAttackBonus);
|
||||
eAttack = SupernaturalEffect(eAttack);
|
||||
eAttack = ExtraordinaryEffect(eAttack);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eAttack,OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nAcidShield = GetLocalInt(OBJECT_SELF,"ACID_SHIELD");
|
||||
if ( nAcidShield )
|
||||
{
|
||||
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d8,DAMAGE_TYPE_ACID);
|
||||
eShield = SupernaturalEffect(eShield);
|
||||
eShield = ExtraordinaryEffect(eShield);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nSerratedEdge = GetLocalInt(OBJECT_SELF,"SERRATED_EDGE");
|
||||
if ( nSerratedEdge )
|
||||
{
|
||||
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d6,DAMAGE_TYPE_SLASHING);
|
||||
eShield = SupernaturalEffect(eShield);
|
||||
eShield = ExtraordinaryEffect(eShield);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nSpikedArmor = GetLocalInt(OBJECT_SELF,"SPIKED_ARMOR");
|
||||
if ( nSpikedArmor )
|
||||
{
|
||||
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d4,DAMAGE_TYPE_PIERCING);
|
||||
eShield = SupernaturalEffect(eShield);
|
||||
eShield = ExtraordinaryEffect(eShield);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
|
||||
}
|
||||
|
||||
int nGlow = GetLocalInt (OBJECT_SELF,"GLOW_COLOR");
|
||||
if (nGlow == 1)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BLUE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 2)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BROWN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 3)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 4)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREY);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 5)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BLUE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 6)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BROWN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 7)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_GREEN);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 8)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_ORANGE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 9)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_PURPLE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 10)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_RED);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 11)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_YELLOW);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 12)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_ORANGE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 13)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_PURPLE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 14)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_RED);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 15)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_WHITE);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
else if (nGlow == 16)
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_YELLOW);
|
||||
eVis = SupernaturalEffect(eVis);
|
||||
eVis = ExtraordinaryEffect(eVis);
|
||||
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
|
||||
}
|
||||
|
||||
ms_Nomenclature(OBJECT_SELF);
|
||||
|
||||
rnd_skin(OBJECT_SELF);
|
||||
|
||||
rnd_head(OBJECT_SELF);
|
||||
|
||||
rnd_tattoo(OBJECT_SELF);
|
||||
|
||||
// Execute default OnSpawn script.
|
||||
ExecuteScript("nw_c2_default9", OBJECT_SELF);
|
||||
|
||||
|
||||
//Post Spawn event requeste
|
||||
if (nSpecEvent == 2 || nSpecEvent == 3)
|
||||
{
|
||||
SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_POSTSPAWN));
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user