211 lines
5.7 KiB
Plaintext
211 lines
5.7 KiB
Plaintext
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#include "nw_i0_plot"
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//Bladesinger include
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//#include "blsg_h"
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//PC Werewolf include
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//#include "cotw_include"
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//PrC restrictions
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//#include "jx_prestige_inc"
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// -----------------------------------------------
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// This code goes in the Module OnClientEnter script.
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// When a PC joins the game this code looks for the item "death".
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//
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// If the item is not found no penalty is applied.
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// If the item is found, a Gold and XP penalty is applied.
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//Penalty applied for having a Death Amulet
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void ApplyPenalty(object oDead)
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{
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int nXP = GetXP(oDead);
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// The XP penalty is currently set to the PC's level x 100 - it is
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// a harsh penalty, but they were trying to cheat so... :)
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//
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// If you wish to reduce the amount taken, reduce the 100 in the line below.
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// Note that this script will never cause a PC to lose a level.
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int nPenalty = 100 * 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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if (nNewXP < nMin)
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nNewXP = nMin;
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SetXP(oDead, nNewXP);
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// The gold penalty is currently set to 20% of their gold - it is
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// a very harsh penalty, but they were trying to cheat so... :)
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//
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// If you wish to reduce the amount taken, reduce the .20 in the line below.
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// Note that this script will never take more then 10,000 gold.
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int nGoldToTake = FloatToInt(0.20 * GetGold(oDead));
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// * a cap of 10 000gp taken from you
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if (nGoldToTake > 20000)
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{
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nGoldToTake = 20000;
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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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//Use this in your OnClientEnter.
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//It rebuilds the prestige resctrictions on oPC.
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void JXRebuildPrestige(object oPC);
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//Ordinary: Use this in the OnEnter event handler of your module.
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//- oPC: The PC in question.
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//- bAllow: Allow or disallow.
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//
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// TRUE = Restricts the classes.
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// FALSE = Un-restricts the classes.
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//
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//- bPermanent: Saves to database, therefore restricting permanently until removed.
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//
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// TRUE = Restricts even through server restart.
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// FALSE = Restricts only until PC leaves and re-enters.
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//
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//- bSendMessage: Sends a message to the PC letting them know all prestige classes have been restricted or un-restricted.
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//
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// TRUE = Sends the message.
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// FALSE = Does NOT send the message
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//
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//- bOverride: Whether or not it will be restricted if the PC already has a level in said class.
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//
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// TRUE = Overrides even if they have the class.
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// FALSE = Does not override if the PC has a level in the class.
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//
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//Function: Restricts prestige classes until the PC earns it.
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void RestrictAllPrestigeClasses(object oPC, int bAllow=TRUE, int bPermanent=TRUE, int bSendMessage=TRUE, int bOverride = FALSE);
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//Ordinary: Use this in the OnEnter event handler of your module.
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//- oPC: The PC in question.
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//- nClassType: The class you want to restrict(Must be prestige).
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//- bAllow: Allow or disallow.
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//
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// TRUE = Restricts the class.
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// FALSE = Un-restricts the class.
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//
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//- bPermanent: Saves to database, therefore restricting permanently until removed.
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//
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// TRUE = Restricts even through server restart.
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// FALSE = Restricts only until PC leaves and re-enters.
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//
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//- bSendMessage: Sends a message to the PC letting them know the class has been restricted or un-restricted.
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//
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// TRUE = Sends the message.
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// FALSE = Does NOT send the message
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//
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//- bOverride: Whether or not it will be restricted if the PC already has a level in said class.
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//
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// TRUE = Overrides even if they have the class.
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// FALSE = Does not override if the PC has a level in the class.
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//
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//Function: Restricts prestige class until the PC earns it.
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void RestrictPrestigeClass(object oPC, int nClassType, int bAllow=FALSE, int bPermanent=FALSE, int bSendMessage=TRUE, int bOverride = FALSE);
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// Main Module OnClientEnter Script
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void main()
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{
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//Bladesinger Setup
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//BladeSingerModuleOnEnter();
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// Death Amulet Activities
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object oPC = GetEnteringObject();
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if(HasItem(oPC, "Death"))
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{
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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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RemoveEffects(oPC);
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object oItemToTake;
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oItemToTake = GetItemPossessedBy(oPC, "Death");
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if(GetIsObjectValid(oItemToTake) != 0)
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DestroyObject(oItemToTake);
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ApplyPenalty(oPC);
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}
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//Illegal items removal
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// Boots of Speed
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object oBoots;
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oBoots = GetItemPossessedBy(oPC, "NW_IT_MBOOTS005");
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if(GetIsObjectValid(oBoots) != 0)
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DestroyObject(oBoots);
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// Lesser Ring of Power
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object oRing;
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oRing = GetItemPossessedBy(oPC, "NW_IT_MRING029");
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if(GetIsObjectValid(oRing) != 0)
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DestroyObject(oRing);
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// Ring of Regeneration
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object oRing2;
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oRing2 = GetItemPossessedBy(oPC, "NW_IT_MRING004");
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if(GetIsObjectValid(oRing2) != 0)
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DestroyObject(oRing2);
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// Belt of Guiding Light
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object oGuidingLight;
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oGuidingLight = GetItemPossessedBy(oPC, "nw_it_mbelt016");
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if(GetIsObjectValid(oGuidingLight) != 0)
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DestroyObject(oGuidingLight);
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// Holy Grail
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object oGrail;
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oGrail = GetItemPossessedBy(oPC, "it_HolyGrail");
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if(GetIsObjectValid(oGrail) != 0)
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DestroyObject(oGrail);
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// Graceblood Bow
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object oGraceblood;
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oGraceblood = GetItemPossessedBy(oPC, "NW_WBWMXH006");
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if(GetIsObjectValid(oGraceblood) != 0)
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DestroyObject(oGraceblood);
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//Werewolf setup
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//DelayCommand (6.0, COTWOnClientEnter (GetEnteringObject()));
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}
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