Initial commit. Updated release archive.
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169
_module/nss/ro_m_respawnchea.nss
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169
_module/nss/ro_m_respawnchea.nss
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#include "nw_i0_plot"
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// * Applies an XP and GP penalty
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// * to the player respawning
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void DeathPenalty(object oDead)
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{
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int nXP = GetXP(oDead);
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int nPenalty = 50 * GetHitDice(oDead);
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int nHD = GetHitDice(oDead);
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// * You can not lose a level with this respawning
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int nMin = ((nHD * (nHD - 1)) / 2) * 1000;
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int nNewXP = nXP - nPenalty;
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// Store Death-Penalty
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if (nNewXP < nMin)
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nNewXP = nMin;
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SetXP(oDead, nNewXP);
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int nGoldToTake = FloatToInt(0.10 * GetGold(oDead));
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// * a cap of 10 000gp taken from you
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if (nGoldToTake > 10000)
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{
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nGoldToTake = 10000;
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}
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AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));
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DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE));
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DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE));
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}
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void DeathPenaltyGrave(object oDead)
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{
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int nXP = GetXP(oDead);
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int nPenalty = 50 * GetHitDice(oDead);
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int nHD = GetHitDice(oDead);
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// * You can not lose a level with this respawning
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int nMin = ((nHD * (nHD - 1)) / 2) * 1000;
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int nNewXP = nXP - nPenalty;
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// Store Death-Penalty
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if (nNewXP < nMin) nNewXP = nMin;
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int nEffectiveLoss = nXP - nNewXP;
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int bCreateGrave = FALSE;
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int nXPRegain = GetLocalInt(GetModule(),"T1_MODULE_CFG_GRAVEEXPREGAIN");
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if (nXPRegain==0) nXPRegain = 50; //default = 50
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if (nXPRegain==-1) nXPRegain = 0;
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if (nEffectiveLoss>0)
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{
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bCreateGrave = TRUE;
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nEffectiveLoss = (nEffectiveLoss* nXPRegain)/100;
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SetLocalInt(oDead,"T1_PLAYER_GRAVEEXP", nEffectiveLoss);
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}
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SetXP(oDead, nNewXP);
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int nGoldToTake = FloatToInt(0.10 * GetGold(oDead));
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// * a cap of 10 000gp taken from you
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if (nGoldToTake > 10000)
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{
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nGoldToTake = 10000;
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}
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AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));
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DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE));
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DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE));
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// Destroy Old Grave
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if (GetIsObjectValid(GetLocalObject(oDead,"T1_PLAYER_LASTGRAVE")))
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{
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object oOldGrave = GetLocalObject(oDead,"T1_PLAYER_LASTGRAVE");
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DestroyObject(oOldGrave,0.0f);
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DeleteLocalObject(oDead,"T1_PLAYER_LASTGRAVE");
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SendMessageToPC(oDead, "Your last grave has been destroyed");
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}
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if ( bCreateGrave == TRUE)
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{
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location lGraveLoc = GetLocation(oDead);
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object oGrave = CreateObject(OBJECT_TYPE_PLACEABLE,"GZ_GRAVE_GENERIC",lGraveLoc);
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SetLocalString(oGrave,"T1_OBJECT_GRAVEOWNER",GetName(oDead));
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SetLocalObject(oGrave,"T1_OBJECT_PLAYER",oDead);
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SetLocalObject(oDead,"T1_PLAYER_LASTGRAVE",oGrave);
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SendMessageToPC(oDead, "A grave has been erected where you have been slain. Go back and pray to get back some experience");
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}
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else
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{
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DeleteLocalInt (oDead,"T1_PLAYER_GRAVEEXP"); // Destroy last GraveXP
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SendMessageToPC(oDead, "You did not lose enough XP for a grave to be created");
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}
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}
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void main()
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{
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object oRespawner = GetLastRespawnButtonPresser();
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oRespawner);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner);
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RemoveEffects(oRespawner);
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//Determine which DeathMethod is being used
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if (GetLocalInt(GetModule(), "T1_MODULE_CFG_NOGRAVES") == 0)
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{
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DeathPenaltyGrave(oRespawner);
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}
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else
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{
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DeathPenalty(oRespawner);
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}
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//old bindstone code, makes player respawn at last bindstone set
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//replaced with respawn at Tuat instead
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/*
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// No Bindpoint set, use the Waypoint or Object with the following Tag
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string sDestTag = GetLocalString(oRespawner,"T1_PLAYER_LASTBINDPOINT");
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if (sDestTag == "" || GetLocalInt(GetModule(),"T1_MODULE_NOBINDSTONES") == TRUE)
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{ // NO Bindpoint Set
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sDestTag = "T1_MODULE_RESPAWN";
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}
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if (GetIsObjectValid(GetObjectByTag(sDestTag)))
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{
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object oSpawnPoint = GetObjectByTag(sDestTag);
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if (GetLocalInt(oSpawnPoint,"T1_OBJECT_DISABLED") == TRUE)
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{
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sDestTag = "T1_MODULE_RESPAWN";
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object oSpawnPoint = GetObjectByTag(sDestTag);
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}
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event evL = EventUserDefined(2222);
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AssignCommand(oRespawner,JumpToLocation(GetLocation(oSpawnPoint)));
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ActionWait(2.0f);
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effect eFx = EffectVisualEffect(VFX_IMP_AURA_HOLY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eFx, oRespawner);
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SignalEvent(oSpawnPoint,evL);
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}
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*/
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//Tuat respawn code
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object oSpawnPoint = GetWaypointByTag("WP_TUAT");
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AssignCommand(oRespawner,JumpToLocation(GetLocation(oSpawnPoint)));
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ActionWait(2.0f);
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effect eFx = EffectVisualEffect(VFX_IMP_AURA_HOLY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eFx, oRespawner);
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// This code takes the item called "death" out of the players inventory
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// when they respawn.
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object oItemToTake;
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oItemToTake = GetItemPossessedBy(oRespawner, "Death");
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if(GetIsObjectValid(oItemToTake) != 0)
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DestroyObject(oItemToTake);
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}
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