generated from Jaysyn/ModuleTemplate
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49
_module/nss/vg_about_quests.nss
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49
_module/nss/vg_about_quests.nss
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void main()
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{
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/*
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// Reject player if they don't have 'iRequiredGold' gold
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int iRequiredGold = GetLocalInt(OBJECT_SELF,"RequiredGold");
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// Determine how much gold to take from PC
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int iGoldTaken = GetLocalInt(OBJECT_SELF,"GoldTaken");
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// This identifies the name of the quest for node tracking purposes.
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// Make sure this string value matches the name of the quest and the
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// Tag value of your journal entries, if you choose to use journals.
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string szPlotID = GetLocalString(OBJECT_SELF,"Quest");
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// Number of quest item to check for
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int iItemNum = GetLocalInt(OBJECT_SELF,"ItemNum");
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// Tag of Quest Item that PC must have
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string sItem = szPlotID+"Item"+sItemNum;
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// Determine the Skill being checked by looking for a local int on the NPC
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int iSkill = GetLocalInt(OBJECT_SELF,"Skill");
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// Determine the DC of the skill check by looking for a local int on the NPC
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int iDC = GetLocalInt(OBJECT_SELF,"DC");
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// Determine the direction of alignment shift by looking for a local int on the NPC
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int iShift = GetLocalInt(OBJECT_SELF,"Shift");
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// Determine the amount of the alignment shift by looking for a local ints on the NPC
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int iAmount = GetLocalInt(OBJECT_SELF,"AmountCL"); // Controls Choas/Law Shift Amount
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int iAmount = GetLocalInt(OBJECT_SELF,"AmountGE"); // Controls Good/Evil Shift Amount
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int iAmount = GetLocalInt(OBJECT_SELF,"AmountN"); // Controls Neutral Shift Amount
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// Determine the multiple of a d10 that you want to use for randomization of Gold reward
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int iGPRanMult = GetLocalInt(OBJECT_SELF,"GPRanMult");
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// Determine the multiple of a d20 that you want to use for randomization of XP reward
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int iXPRanMult = GetLocalInt(OBJECT_SELF,"XPRanMult");
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// Determine the static amount of Gold to reward a player for completing a quest.
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// Remember, this value gets added to a randomization value of d10(iGPRanMult).
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int iGP = GetLocalInt(OBJECT_SELF,"GP");
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// Determine the static amount of XP to reward a player for completing a quest.
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// Remember, this value gets added to a randomization value of d20(iXPRanMult).
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int iXP = GetLocalInt(OBJECT_SELF,"XP");
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*/
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}
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