Initial commit. Updated release archive.
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_module/nss/jvu_customlit.nss
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_module/nss/jvu_customlit.nss
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//::///////////////////////////////////////////////
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//::
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//:: Custom Literature Script
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//:: By James Upp (Merle)
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//:: jservey@clemson.edu
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//:: October 21, 2002
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//::
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//:: Based on the original random treasure script
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//:: by Brent of BioWare
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//::
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//:: To use:
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//:: Make sure that all custom books that you want
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//:: to appear follow the same resref naming
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//:: convention of "custombook###" where ### is a
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//:: three-digit number. Since you can't change the
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//:: resref of an item after it's creation, you
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//:: will need to give your custom books the
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//:: name "custombook###" when you first create
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//:: them, and then modify the name of the book
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//:: in the Item Editor later.
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//::
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//:: To set the number of random books, change the
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//:: nNumBooks.
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//::
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//:: Make sure this script rests on both the
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//:: OnDeath and OnOpen scripts for your bookshelves
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//:: and book piles. This shouldn't be a problem
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//:: if you are using the custom erfs. If you are
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//:: not using the custom erfs, it would be best
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//:: to create custom placeables of your own, by
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//:: copying the standard bookshelves and book
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//:: pile and then changing the script, and then
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//:: adding them to the custom palette.
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//::
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//:://////////////////////////////////////////////
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void main()
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{
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int nNumBooks = 30; // Change this to the number of random
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// books available.
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object oTarget = OBJECT_SELF;
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int nBook = Random(nNumBooks) + 1;
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string sRes = "CUSTOMBOOK";
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int nDoOnce = GetLocalInt(OBJECT_SELF, "DoOnce");
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if (nDoOnce != 1) {
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if (nBook < 10)
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{
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sRes = "CUSTOMBOOK00" + IntToString(nBook);
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}
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else
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{
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sRes = "CUSTOMBOOK0" + IntToString(nBook);
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}
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CreateItemOnObject(sRes, oTarget);
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SetLocalInt(OBJECT_SELF, "DoOnce", 1);
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}
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}
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