HiddenTradition_PRC8/_module/nss/ro_mod_onrespawn.nss
2024-06-20 15:47:42 -04:00

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//This script will onrespawn penalize xp loss per level and
//take x% of the players gold. Put it under the onrespawn tag under
//module properties. I get way less complaints since the penalty is minor,
//but it cuts down on poor players just dying over and over without penalty.
#include "nw_i0_plot"
// * Applies an XP and GP penalty
// * to the player respawning
void ApplyPenalty(object oDead)
{
int nXP = GetXP(oDead);
//Sets XP to take from player, default is 50 * GetHitDice (= 50 XP per player level)
int nPenalty = 50 * GetHitDice(oDead);
int nHD = GetHitDice(oDead);
// * You can not lose a level with this respawning
int nMin = ((nHD * (nHD - 1)) / 2) * 1000;
int nNewXP = nXP - nPenalty;
if (nNewXP < nMin)
nNewXP = nMin;
SetXP(oDead, nNewXP);
//Sets GP to take, default is 0.10 (= 10% of GP)
int nGoldToTake = FloatToInt(0.10 * GetGold(oDead));
// * a cap of 10 000gp taken from you
if (nGoldToTake > 10000)
{
nGoldToTake = 10000;
}
AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));
DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE));
DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE));
}
void main()
{
// Define who respawned and ressurect them, clear effects
object oRespawner = GetLastRespawnButtonPresser();
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oRespawner);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner);
RemoveEffects(oRespawner);
// Take 10% gold and 10% xp
ApplyPenalty(oRespawner);
// Set the Local Integers that the NPC that teleports looks for
// conversation purposes and to define the area that he teleports
// the group to
}