127 lines
4.2 KiB
Plaintext
127 lines
4.2 KiB
Plaintext
//function to destroy or drop PC items randomly in loot bag
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void DropItems(object oPC)
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{
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int nBagMade = 0;
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int nSlot;
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object oItem;
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object oLootBag;
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oItem = GetFirstItemInInventory(oPC);
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while (GetIsObjectValid(oItem))
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{
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if (GetPlotFlag(oItem))
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{
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//do nothing, it's a Plot item
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}
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//1% chance of item being destroyed
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else if (d100() == 1)
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{
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DestroyObject(oItem);
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SendMessageToPC(oPC, "You have broken an item in the battle");
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}
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//5% chance of item being dropped into backpack on the ground
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/*else if (d100() <= 5)
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{
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if (nBagMade == 0)
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{
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oLootBag = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_lootbag5", GetLocation(oPC));
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nBagMade = 1;
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}
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CreateItemOnObject(GetResRef(oItem), oLootBag, GetItemStackSize(oItem));
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DestroyObject(oItem);
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}*/
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oItem = GetNextItemInInventory(oPC);
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}
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}
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//end of random item drop
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void Raise(object oPC)
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{
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effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION);
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effect eBad = GetFirstEffect(oPC);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPC);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC);
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//Search for negative effects
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while(GetIsEffectValid(eBad))
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{
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if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
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GetEffectType(eBad) == EFFECT_TYPE_DEAF ||
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GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
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GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
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{
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//Remove effect if it is negative.
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RemoveEffect(oPC, eBad);
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}
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eBad = GetNextEffect(oPC);
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}
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//Fire cast spell at event for the specified target
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SignalEvent(oPC, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oPC);
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}
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void main()
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{
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object oPC = GetLastPlayerDied();
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//give anti-cheat item
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if (GetItemPossessedBy(oPC, "Death")== OBJECT_INVALID)
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{
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CreateItemOnObject("death", oPC, 1);
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}
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//gets rid of flag FX if player is a CTF flag carrier
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if (GetLocalInt(oPC, "HasFlag") == 1)
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{
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string sName = GetName(oPC);
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SendMessageToAllDMs (" "+ sName +" has died with the flag!");
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SetLocalInt (oPC, "HasFlag", 0);
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//removes flag effect
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effect eLoop=GetFirstEffect(oPC);
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while (GetIsEffectValid(eLoop))
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{
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if (GetEffectType(eLoop)==EFFECT_TYPE_VISUALEFFECT)
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RemoveEffect(oPC, eLoop);
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eLoop=GetNextEffect(oPC);
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}
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}
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// * make friendly to Each of the 3 common factions
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AssignCommand(oPC, ClearAllActions());
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// * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
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if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPC) <= 10)
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{ SetLocalInt(oPC, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPC);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPC) <= 10)
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{ SetLocalInt(oPC, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPC);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPC) <= 10)
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{ SetLocalInt(oPC, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPC);
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}
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DelayCommand(2.5, PopUpGUIPanel(oPC,GUI_PANEL_PLAYER_DEATH));
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} |