EN4_PRC8/_module/nss/en4_export.nss
Jaysyn904 b464d8da05 Initial Commit
Initial Commit [v1.32PRC8]
2025-04-03 13:38:45 -04:00

112 lines
4.2 KiB
Plaintext

#include "utl_i_sqluuid"
void main()
{
object oPC = GetPCSpeaker();
int iXP;
int iGold;
int iQuest;
int iHardcore;
int iHardcorePnP;
int iQuestPoints;
int iDeaths;
int iMod;
int iLevel;
int iMonstrous;
int iPCXPBonus;
int iPCLevelMod;
int iSpecialPowers;
int iSuperPowers;
int iSpirit;
int iLucky;
int iCharming;
int iWeaponBonus;
int iAdjust;
int iEnemy;
int iCursed;
int iPCEnterLevel;
int iEvilLevel;
int iEvilPowers;
int iEvilQuest;
int iHardcoreSpecial;
int iGuild;
int iGuildQuests;
iXP = GetXP(oPC);
iGold = GetGold(oPC);
iQuest = SQLocalsUUID_GetInt(oPC,"OverallQuest");
iHardcore = GetLocalInt(oPC,"PCHardcore");
iHardcorePnP = GetLocalInt(oPC,"PCHardCorePNP");
iHardcoreSpecial = GetLocalInt(oPC,"PCHardCoreSpecial");
iQuestPoints = SQLocalsUUID_GetInt(oPC,"QuestPoints");
iDeaths = SQLocalsUUID_GetInt(oPC,"PCDeaths");
iMod = SQLocalsUUID_GetInt(oPC,"ModRank");
iMonstrous = SQLocalsUUID_GetInt(oPC,"Monstrous");
iPCXPBonus = SQLocalsUUID_GetInt(oPC,"PCXPBonus");
iPCLevelMod = SQLocalsUUID_GetInt(oPC,"PCLevelMod");
iSpecialPowers = SQLocalsUUID_GetInt(oPC,"SpecialPowers");
iSuperPowers = SQLocalsUUID_GetInt(oPC,"SuperPowers");
iSpirit = SQLocalsUUID_GetInt(oPC,"Spirit");
iLucky = SQLocalsUUID_GetInt(oPC,"Lucky");
iCharming = SQLocalsUUID_GetInt(oPC,"Charming");
iWeaponBonus = SQLocalsUUID_GetInt(oPC,"WeaponBonus");
iAdjust = SQLocalsUUID_GetInt(oPC,"Adjust");
iEnemy = SQLocalsUUID_GetInt(oPC,"Enemy");
iCursed = SQLocalsUUID_GetInt(oPC,"Cursed");
iPCEnterLevel = SQLocalsUUID_GetInt(oPC,"PCEnterLevel");
iLevel = GetHitDice(oPC);
iEvilPowers = SQLocalsUUID_GetInt(oPC,"EvilPath");
iEvilLevel = SQLocalsUUID_GetInt(oPC,"EvilLevel");
iEvilQuest = SQLocalsUUID_GetInt(oPC,"EvilQuest");
iGuild = SQLocalsUUID_GetInt(oPC,"PCGuild");
iGuildQuests = SQLocalsUUID_GetInt(oPC,"GuildQuests");
//Make sure evil main quests are completed before exported else back out of them.
if (iEvilQuest == 1 && iEvilLevel == 0)
iEvilQuest = 0;
if (iDeaths < 3 + iLevel)
{
SetCampaignInt("Endless Nights IV","XP",iXP,oPC);
SetCampaignInt("Endless Nights IV","Gold",iGold,oPC);
SetCampaignInt("Endless Nights IV","OverallQuest",iQuest,oPC);
SetCampaignInt("Endless Nights IV","PCHardcore",iHardcore,oPC);
SetCampaignInt("Endless Nights IV","PCHardCorePNP",iHardcorePnP,oPC);
SetCampaignInt("Endless Nights IV","PCHardCoreSpecial",iHardcoreSpecial,oPC);
SetCampaignInt("Endless Nights IV","QuestPoints",iQuestPoints,oPC);
SetCampaignInt("Endless Nights IV","PCDeaths",iDeaths,oPC);
SetCampaignInt("Endless Nights IV","ModRank",iMod,oPC);
SetCampaignInt("Endless Nights IV","Monstrous",iMonstrous,oPC);
SetCampaignInt("Endless Nights IV","PCXPBonus",iPCXPBonus,oPC);
SetCampaignInt("Endless Nights IV","PCLevelMod",iPCLevelMod,oPC);
SetCampaignInt("Endless Nights IV","PCEnterLevel",iPCLevelMod,oPC);
SetCampaignInt("Endless Nights IV","SpecialPowers",iSpecialPowers,oPC);
SetCampaignInt("Endless Nights IV","SuperPowers",iSuperPowers,oPC);
SetCampaignInt("Endless Nights IV","Spirit",iSpirit,oPC);
SetCampaignInt("Endless Nights IV","Lucky",iLucky,oPC);
SetCampaignInt("Endless Nights IV","Charming",iCharming,oPC);
SetCampaignInt("Endless Nights IV","WeaponBonus",iWeaponBonus,oPC);
SetCampaignInt("Endless Nights IV","Adjust",iAdjust,oPC);
SetCampaignInt("Endless Nights IV","Enemy",iEnemy,oPC);
SetCampaignInt("Endless Nights IV","Cursed",iCursed,oPC);
SetCampaignString("Endless Nights IV","QPWeaponTag",GetLocalString(oPC,"QPWeaponTag"),oPC);
SetCampaignString("Endless Nights IV","QPTag",GetLocalString(oPC,"QPTag"),oPC);
SetCampaignString("Endless Nights IV","QPRingTag",GetLocalString(oPC,"QPRingTag"),oPC);
SetCampaignInt("Endless Nights IV","EvilPath",iEvilPowers,oPC);
SetCampaignInt("Endless Nights IV","EvilLevel",iEvilLevel,oPC);
SetCampaignInt("Endless Nights IV","EvilQuest",iEvilQuest,oPC);
SetCampaignInt("Endless Nights IV","PCGuild",iGuild,oPC);
SetCampaignInt("Endless Nights IV","GuildQuests",iGuildQuests,oPC);
ExportSingleCharacter(oPC);
}
else
{
SendMessageToPC(oPC,"You do not have enough free lives to export your character.");
}
}