Added CCOH and missing areas Changed some areas to be craftable, Fixed some on death issues, Fixed the Gaurd
460 lines
19 KiB
Plaintext
460 lines
19 KiB
Plaintext
//////////////////////////////////////////////////////////////
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// QUEST WRITERS TOOLBOX
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//
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//////////////////////////////////////////////////////////////
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// DEFINING FUNCTIONS
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//////////////////////////////////////////////////////////////
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// Update the Fame level with a specific faction
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void UpdateFame(object oPC, string sFame_Type, int nFame);
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/////////////////////////////////////////
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// UpdateQuestCount
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// Increases the variable used to count how many quests the player
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// has completed. Must be added to the rewards script of the quest.
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void UpdateQuestCount(object oPC);
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//////////////////////////////////////////////////////////////
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// SetQst_Kills
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// Stores the number of kills required
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void SetQst_Kills(object oPlayer, int Kill_Count, string sQst_Name);
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///////////////////////////////////////////////////////////////
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// GetQstName
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// When Creatures are marked as being part of a kill quest, this
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// script compares the name of the creature with the currently
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// available quests to see which one it is part of.
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string GetQstName(string sCreature);
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///////////////////////////////////////////////////////////////
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// QstChk_OnDth
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// Gives quest credit when the proper creatures are killed via
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// a kill-quest
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void QstChk_OnDth(object oCreature);
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///////////////////////////////////////////////////////////////
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// SW_SetQuestLocation
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// Stores the location on the Quest Stone
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void SW_SetQuestLocation(object oPC, string Quest_Name, location lValue);
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///////////////////////////////////////////////////////////////
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// SW_SetQuestInt
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// Stores the Int on the Quest Stone
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void SW_SetQuestInt(object oPC, string Quest_Name, int nValue);
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///////////////////////////////////////////////////////////////
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// SW_SetQuestString
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// Stores the String on the Quest Stone
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void SW_SetQuestString(object oPC, string Quest_Name, string sValue);
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//////////////////////////////////////////////////////////////
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// SW_SetQuestFloat
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// Storess the float on the Quest Stone
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void SW_SetQuestFloat(object oPC, string Quest_Name, float fValue);
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//////////////////////////////////////////////////////////////
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// SW_SetQuestObject
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// Stores the Object on the Quest Stone
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void SW_SetQuestObject(object oPC, string Quest_Name, object oValue);
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//////////////////////////////////////////////////////////////
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// SW_GetQuestInt
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// Gets an integer from the Quest Stone
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int SW_GetQuestInt(object oPC, string Quest_Name);
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//////////////////////////////////////////////////////////////
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// SW_GetQuestString
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// Gets a String from the Quest Stone
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string SW_GetQuestString(object oPC, string Quest_Name);
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/////////////////////////////////////////////////////////////
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// SW_GetQuestObject
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// Gets an Object from the Quest Stone
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object SW_GetQuestObject(object oPC, string Quest_Name);
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/////////////////////////////////////////////////////////////
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// SW_GetQuestFloat
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// Gets a Float from the Quest Stone
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float SW_GetQuestFloat(object oPC, string Quest_Name);
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////////////////////////////////////////////////////////////
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// SW_GetQuestLocation
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// Gets a Location from the Quest Stone
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location SW_GetQuestLocation(object oPC, string Quest_Name);
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///////////////////////////////////////////////////////////
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// Start Code HERE
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///////////////////////////////////////////////////////////
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// Quest Check - Kill Quests
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//
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/////////////////////////////////////////////////
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// This function stores values on the Warehouse for quests
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// when the player is given a Kill quest.
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// The values stored are the Creature Name, number to Kill
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// and the name of the quest.
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// //////////////////////////////////////////////
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void SetQst_Kills(object oPlayer, int Kill_Count, string sQst_Name)
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////////////////////////////////////////////////
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// Remember that the Creature Name must be set in the GetQstName
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// function below.
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{
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/////////////////////////////////////////////////////////
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// Store Quest information
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// Quest Name + _On = Defines if PC has the quest
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// Quest Name + _Cnt = Intializes number of mobs a player has to kill
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object oPC = oPlayer;
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string sQst_Name1 = sQst_Name + "_On";
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string sQst_Name2 = sQst_Name + "_Cnt";
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int nTest_Quest = SW_GetQuestInt(oPC, sQst_Name1);
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////////////////////////////////////////////////////////
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// Check to see if quest already exists
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if (nTest_Quest == 99) SendMessageToPC(oPlayer, "You have already completed this quest.");
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if (nTest_Quest == 98) SendMessageToPC(oPlayer, "You have already completed this quest.");
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if (nTest_Quest != 0) return;
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SendMessageToPC(oPlayer, "Debug: Storing Quest: " + sQst_Name1);
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SW_SetQuestInt(oPC, sQst_Name1, 1);
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SW_SetQuestInt(oPC, sQst_Name2, Kill_Count);
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}
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/////////////////////////////////////////////
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/////////////////////////////////////////////
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// Get Quest Name Function
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//
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// Checks to see if the creature killed is part of a "Kill Creature"
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// type quest. Returns the name of the quest if true.
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// Builder must add Creature Name and Qst name here for script to
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// work.
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////////////////////////////////////////////
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string GetQstName(string sCreature)
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{
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string Qst_Name = "";
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Qst_Name = "NoQuestName";
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if (sCreature == "Ant Worker" ) Qst_Name = "Foreman_HuntAnts";
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if (sCreature == "Fire Ant Hive Queen" ) Qst_Name = "Foreman_HuntQueen";
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if (sCreature == "Bubbling Goo" ) Qst_Name = "Celest_HuntGoos";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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//if (sCreature == "Monster_Name" ) Qst_Name = "";
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return Qst_Name;
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}
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///////////////////////////////////////////////////
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///////////////////////////////////////////////////
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// Quest Check OnDeath
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//
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// Function is placed in the OnDeath script of creatures
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// that are part of the quest.
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//
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// A specific creature type can only be used once.
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///////////////////////////////////////////////////
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void QstChk_OnDth(object oCreature)
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{
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//////////////////////////////////////////////////
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// Make sure Last Killer was a PC
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// Should make a check to see if the killer is a pet
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// but have no idea how to code that.
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/////////////////////////////////////////////////
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object oPlayer = GetLastKiller();
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if (GetIsPC(oPlayer) == FALSE) return;
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object oPC = oPlayer;
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////////////////////////////////////////////////
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// The creature killed is not a Kill Quest mob
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// Check seperate function for current Kill quests
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///////////////////////////////////////////////
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string sCreature = GetName(oCreature);
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string sQst_Name = GetQstName(sCreature);
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string sQst_Name1 = sQst_Name + "_On";
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string sQst_Name2 = sQst_Name + "_Cnt";
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int nChkMobCount = SW_GetQuestInt(oPC, sQst_Name2);
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string sChkMobCount = IntToString(nChkMobCount);
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//SendMessageToPC(oPlayer, "Debug: Quest Name is " + sQst_Name);
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//SendMessageToPC(oPlayer, "Debug: Slain Creature is " + sCreature);
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if (sQst_Name == "NoQuestName")
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{
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SendMessageToPC(oPlayer, "Debug: Creature not part of your quest");
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SendMessageToPC(oPlayer, "Debug: This creature is a " + sQst_Name);
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return; //This creature is not part of a kill quest
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}
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//SendMessageToPC(oPlayer, "Number left to kill is " + sChkMobCount);
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///////////////////////////////////////////////////////
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// Check to see if the player has the quest
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//////////////////////////////////////////////////////
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int ChkIfOnQst = SW_GetQuestInt(oPC, sQst_Name1);
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if (ChkIfOnQst == FALSE) return;
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/////////////////////////////////////////////////////
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// Check to see how many creatures the player needs to kill
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/////////////////////////////////////////////////////
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if (nChkMobCount == 0) return; //Quest already complete
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if (nChkMobCount == 1)
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{
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nChkMobCount = nChkMobCount - 1;
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SendMessageToPC(oPlayer, "You have finished your Mission!");
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SW_SetQuestInt(oPC, sQst_Name1, 99); // Setting quest variable to 99 to close quest
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SW_SetQuestInt(oPC, sQst_Name2, nChkMobCount);
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}
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if (nChkMobCount > 1)
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{
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nChkMobCount = nChkMobCount - 1;
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string sChkMobCount = IntToString(nChkMobCount);
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SendMessageToPC(oPlayer, "You need " + sChkMobCount + " kills to complete your Mission!");
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SW_SetQuestInt(oPC, sQst_Name2, nChkMobCount);
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}
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return;
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}
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//////////////////////////////////////////////////////////
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// UpdateQuestCount
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// Increases the variable used to count how many quests the player
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// has completed. Must be added to the rewards script of the quest.
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void UpdateQuestCount(object oPC)
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{
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int Quest_Count = SW_GetQuestInt(oPC, "Quest_Count");
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Quest_Count = Quest_Count + 1;
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SendMessageToPC(oPC, "Your Mission Count has been Increased!");
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SW_SetQuestInt(oPC, "Quest_Count", Quest_Count);
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}
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//////////////////////////////////////////////////////////
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// Increases Fame with a certain entity by the amounted
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// noted in the parameters.
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////////////////////////////////////////
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void UpdateFame(object oPC, string sFame_Type, int nFame)
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{
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string sFame_Type2 = "Fame_" + sFame_Type;
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int CurrentFame = SW_GetQuestInt(oPC, sFame_Type2);
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CurrentFame = CurrentFame + nFame;
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SendMessageToPC(oPC, "Your Fame Type is: " + sFame_Type);
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SendMessageToPC(oPC, "Your Fame with " + sFame_Type + " has Increased!");
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SendMessageToPC(oPC, "You Gained " + IntToString(nFame) + " fame with: " + sFame_Type);
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SendMessageToPC(oPC, "Your current fame with: " + sFame_Type + " is " + IntToString(CurrentFame));
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SW_SetQuestInt(oPC, sFame_Type2, CurrentFame);
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}
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///////////////////////////////////////////////////////////////////
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// Generic Quest Creation Functions
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///////////////////////////////////////////////////////////////////
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void SW_SetQuestInt(object oPC, string Quest_Name, int nValue)
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{
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SetCampaignInt("Segal_Quests", Quest_Name, nValue, oPC);
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}
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void SW_SetQuestString(object oPC, string Quest_Name, string sValue)
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{
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SetCampaignString("Segal_Quests", Quest_Name, sValue, oPC);
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}
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void SW_SetQuestFloat(object oPC, string Quest_Name, float fValue)
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{
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SetCampaignFloat("Segal_Quests", Quest_Name, fValue, oPC);
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}
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//void SW_SetQuestObject(object oPC, string Quest_Name, object oValue)
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// {
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// StoreCampaignObject("Segal_Quests", Quest_Name, oValue, oPC);
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// }
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void SW_SetQuestLocation(object oPC, string Quest_Name, location lValue)
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{
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SetCampaignLocation("Segal_Quests", Quest_Name, lValue, oPC);
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}
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int SW_GetQuestInt(object oPC, string Quest_Name)
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{
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int Quest_Value = GetCampaignInt("Segal_Quests", Quest_Name, oPC);
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return Quest_Value;
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}
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string SW_GetQuestString(object oPC, string Quest_Name)
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{
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string Quest_Value = GetCampaignString("Segal_Quests", Quest_Name, oPC);
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return Quest_Value;
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}
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//object SW_GetQuestObject(object oPC, string Quest_Name)
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// {
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// object Quest_Value = RetrieveCampaignObject("Segal_Quests", Quest_Name, oPC);
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// return Quest_Value;
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// }
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float SW_GetQuestFloat(object oPC, string Quest_Name)
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{
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float Quest_Value = GetCampaignFloat("Segal_Quests", Quest_Name, oPC);
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return Quest_Value;
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}
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location SW_GetQuestLocation(object oPC, string Quest_Name)
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{
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location Quest_Value = GetCampaignLocation("Segal_Quests", Quest_Name, oPC);
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return Quest_Value;
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}
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/////////////////////////////////////////////////////////////////////
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// Tome of Testament Toolbox
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//
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////////////////////////////////////////////////////////////////////
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// The Tome of Testament is used to store indicative data about the
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// player including number of quests completed, number and types of
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// creatures killed, titles, fame, and status.
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//
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// The functions used to make the Tome work are here.
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///////////////////////////////////////////////////////////////////
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// Hero Title List Quest#
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//
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// 0 - Refugee 0-2
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// 1 - Novice Quester 3-5
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// 2 - Established Quester 6-10
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// 3 - Talented Quester 11-15
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// 4 - Elite Quester 16-20
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// 5 - Champion Quester 21-30
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// 6 - Adept Adventurer 31-40
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// 7 - Established Adventurer 41-50
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// 8 - Talented Adventurer 51-75
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// 9 - Elite Adventurer 76-100
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// 10- Champion Adventurer 101-150
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// 11- Adept Hero 151-200
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// 12- Established Hero 201-300
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// 13- Talented Hero 301-400
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// 14- Elite Hero 401-500
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// 15- Champion Hero 501-600
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// 16- Hero of the Realm 601-700
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// 17- Protector of the Realm 701-800
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// 18- Legendary Adventurer 801-900
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// 19- Legendary Hero 901-1000
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// 20- Legendary Champion 1001+
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//void SetTitlesToTome(object oPC)
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//{
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////////////////////////////////////
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// Initilize the values on the Tome of Testament
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//
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//}
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void Tome_Output(object oPC)
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{
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object oTome = GetItemPossessedBy(oPC, "title_tome");
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if (oTome == OBJECT_INVALID)
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{
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SendMessageToPC(oPC, "Debug: Warehouse not found.");
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}
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int Fame_Class = SW_GetQuestInt(oPC, "EverClear");
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int Fame_Class2 = GetLocalInt(oTome, "Everclear");
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Fame_Class = Fame_Class + Fame_Class2;
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string sFame_Everclear = IntToString(Fame_Class);
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int Quest_Count = GetLocalInt(oPC, "Quest_Count");
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int Quest_Count2 = GetLocalInt(oTome, "Quest_Count");
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Quest_Count = Quest_Count + Quest_Count2;
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string sQuest_Count = IntToString(Quest_Count);
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string Hero_Title = "Refugee";
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if (Quest_Count > 2) Hero_Title = "Novice Quester";
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if (Quest_Count > 5) Hero_Title = "Established Quester";
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if (Quest_Count > 10) Hero_Title = "Talented Quester";
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if (Quest_Count > 15) Hero_Title = "Elite Quester";
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if (Quest_Count > 20) Hero_Title = "Champion Quester";
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if (Quest_Count > 30) Hero_Title = "Adept Adventurer";
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if (Quest_Count > 40) Hero_Title = "Established Adventurer";
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if (Quest_Count > 50) Hero_Title = "Talented Adventurer";
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if (Quest_Count > 75) Hero_Title = "Elite Adventurer";
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if (Quest_Count > 100) Hero_Title = "Champion Adventurer";
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if (Quest_Count > 150) Hero_Title = "Adept Hero";
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if (Quest_Count > 200) Hero_Title = "Established Hero";
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if (Quest_Count > 300) Hero_Title = "Talented Hero";
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if (Quest_Count > 400) Hero_Title = "Elite Hero";
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if (Quest_Count > 500) Hero_Title = "Champion Hero";
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if (Quest_Count > 600) Hero_Title = "Hero of the Realm";
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if (Quest_Count > 700) Hero_Title = "Protector of the Realm";
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if (Quest_Count > 800) Hero_Title = "Legendary Adventurer";
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if (Quest_Count > 900) Hero_Title = "Legendary Hero";
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if (Quest_Count > 1000) Hero_Title = "Legendary Champion";
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string sRace_Aberration = "RACIAL_TYPE_ABERRATION";
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string sRace_Animal= "RACIAL_TYPE_ANIMAL";
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string sRace_Beast = "RACIAL_TYPE_BEAST";
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string sRace_Construct = "RACIAL_TYPE_CONSTRUCT";
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string sRace_Dragon = "RACIAL_TYPE_DRAGON";
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string sRace_Elemental = "RACIAL_TYPE_ELEMENTAL";
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string sRace_Fey = "RACIAL_TYPE_FEY";
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string sRace_Giant = "RACIAL_TYPE_GIANT";
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string sRace_Goblin = "RACIAL_TYPE_HUMANOID_GOBLINOID";
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string sRace_Monstrous = "RACIAL_TYPE_HUMANOID_MONSTROUS";
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string sRace_Orc = "RACIAL_TYPE_HUMANOID_ORC";
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string sRace_Reptile = "RACIAL_TYPE_HUMANOID_REPTILIAN";
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string sRace_MagicalBeast = "RACIAL_TYPE_MAGICAL_BEAST";
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string sRace_Ooze = "RACIAL_TYPE_OOZE";
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string sRace_Outsider = "RACIAL_TYPE_OUTSIDER";
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string sRace_Shapechanger = "RACIAL_TYPE_SHAPECHANGER";
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string sRace_Undead = "RACIAL_TYPE_UNDEAD";
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string sRace_Vermin = "RACIAL_TYPE_VERMIN";
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int nRace_Aberration = GetLocalInt(oTome, sRace_Aberration);
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int nRace_Animal = GetLocalInt(oTome, sRace_Animal);
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int nRace_Beast = GetLocalInt(oTome, sRace_Beast);
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int nRace_Construct = GetLocalInt(oTome, sRace_Construct);
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int nRace_Dragon = GetLocalInt(oTome, sRace_Dragon);
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int nRace_Elemental = GetLocalInt(oTome, sRace_Elemental);
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int nRace_Fey = GetLocalInt(oTome, sRace_Fey);
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int nRace_Giant = GetLocalInt(oTome, sRace_Giant);
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int nRace_Goblin = GetLocalInt(oTome, sRace_Goblin);
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int nRace_Monstrous = GetLocalInt(oTome, sRace_Monstrous);
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int nRace_Orc = GetLocalInt(oTome, sRace_Orc);
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int nRace_Reptile = GetLocalInt(oTome, sRace_Reptile);
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int nRace_MagicalBeast = GetLocalInt(oTome, sRace_MagicalBeast);
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int nRace_Ooze = GetLocalInt(oTome, sRace_Ooze);
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int nRace_Outsider = GetLocalInt(oTome, sRace_Outsider);
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int nRace_Shapechanger = GetLocalInt(oTome, sRace_Shapechanger);
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int nRace_Undead = GetLocalInt(oTome, sRace_Undead);
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int nRace_Vermin = GetLocalInt(oTome, sRace_Vermin);
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int nTotal_Kills = nRace_Vermin + nRace_Undead + nRace_Shapechanger + nRace_Outsider + nRace_Ooze +
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nRace_MagicalBeast + nRace_Reptile + nRace_Orc + nRace_Monstrous + nRace_Goblin +
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nRace_Giant + nRace_Fey + nRace_Elemental + nRace_Dragon + nRace_Construct +
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nRace_Beast + nRace_Animal + nRace_Aberration;
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string sTotal_Kills = IntToString(nTotal_Kills);
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sRace_Aberration = IntToString(nRace_Aberration);
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sRace_Animal= IntToString(nRace_Animal);
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sRace_Beast = IntToString(nRace_Beast);
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sRace_Construct = IntToString(nRace_Construct);
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sRace_Dragon = IntToString(nRace_Dragon);
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sRace_Elemental = IntToString(nRace_Elemental);
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sRace_Fey = IntToString(nRace_Fey);
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sRace_Giant = IntToString(nRace_Giant);
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sRace_Goblin = IntToString(nRace_Goblin);
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sRace_Monstrous = IntToString(nRace_Monstrous);
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sRace_Orc = IntToString(nRace_Orc);
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sRace_Reptile = IntToString(nRace_Reptile);
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sRace_MagicalBeast = IntToString(nRace_MagicalBeast);
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sRace_Ooze = IntToString(nRace_Ooze);
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sRace_Outsider = IntToString(nRace_Outsider);
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sRace_Shapechanger = IntToString(nRace_Shapechanger);
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sRace_Undead = IntToString(nRace_Undead);
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sRace_Vermin = IntToString(nRace_Vermin);
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//////////////////////////////////////////////////////
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// Output starts here
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|
/////////////////////////////////////////////////////
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|
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SendMessageToPC(oPC," **** Tome of Testament ****");
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SendMessageToPC(oPC,"");
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SendMessageToPC(oPC,"Fame (Everclear) : " + sFame_Everclear);
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SendMessageToPC(oPC,"Total Quests Completed : " + sQuest_Count);
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SendMessageToPC(oPC,"Hero Status : " + Hero_Title);
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|
SendMessageToPC(oPC," ");
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SendMessageToPC(oPC,"**** Kill Totals ****");
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SendMessageToPC(oPC,"Aberration Slain : " + sRace_Aberration);
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SendMessageToPC(oPC,"Animals Slain : " + sRace_Animal);
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SendMessageToPC(oPC,"Beasts Slain : " + sRace_Beast);
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SendMessageToPC(oPC,"Contructs Slain : " + sRace_Construct);
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SendMessageToPC(oPC,"Dragons Slain : " + sRace_Dragon);
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SendMessageToPC(oPC,"Elementals Slain : " + sRace_Elemental);
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|
SendMessageToPC(oPC,"Fey Slain : " + sRace_Fey);
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|
SendMessageToPC(oPC,"Giants Slain : " + sRace_Giant);
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|
SendMessageToPC(oPC,"Goblins Slain : " + sRace_Goblin);
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SendMessageToPC(oPC,"Monstrous Slain : " + sRace_Monstrous);
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SendMessageToPC(oPC,"Orcs Slain : " + sRace_Orc);
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|
SendMessageToPC(oPC,"Reptiles Slain : " + sRace_Reptile);
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SendMessageToPC(oPC,"Magical Beasts Slain : " + sRace_MagicalBeast);
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SendMessageToPC(oPC,"Oozes Slain : " + sRace_Ooze);
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SendMessageToPC(oPC,"Shapechangers Slain : " + sRace_Shapechanger);
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|
SendMessageToPC(oPC,"Undead Slain : " + sRace_Undead);
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|
SendMessageToPC(oPC,"Vermin Slain : " + sRace_Vermin);
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SendMessageToPC(oPC," ");
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SendMessageToPC(oPC,"Total Slain : " + sTotal_Kills);
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|
}
|