289 lines
7.8 KiB
Plaintext
289 lines
7.8 KiB
Plaintext
#include "nw_i0_plot"
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//Drop items on death code
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//Will give a percentage chance of each item in inventory being dropped
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//Default = 5%
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int GetIsDropItem(object oItem)
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{
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if (!GetIsObjectValid(oItem)) return FALSE;
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string sTag = GetTag(oItem);
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// items that are always dropped upon respawn
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if (sTag == "HuraquaiSpawn" ||
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sTag == "R_RodOfEvil" ||
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sTag == "R_Test_Door_Key")
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return TRUE;
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// items that are dropped sometimes (1/3) on respawn
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if (sTag == "DragonCrystal" ||
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sTag == "LesserRingofRegeneration" ||
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sTag == "R_Setable_Door_Key")
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{
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if (d6() >= 5)
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return TRUE;
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else
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return FALSE;
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}
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return FALSE;
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}
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int GetIsNotDropItem(object oItem)
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{
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if (!GetIsObjectValid(oItem)) return FALSE;
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string sTag = GetTag(oItem);
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if (sTag == "R_TheStorySoFar" ||
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sTag == "dmfi_pc_emote" ||
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sTag == "dmfi_pc_dicebag")
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return TRUE;
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return FALSE;
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}
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void DropObjectOnGround(object oRespawner, object oDropObject, object oPlaceable)
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{
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if (!GetIsObjectValid(oDropObject)) return;
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if (!GetIsObjectValid(oRespawner)) return;
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if (!GetIsObjectValid(oPlaceable)) return;
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//AssignCommand(oRespawner, ActionPutDownItem(oDropObject));
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AssignCommand(oPlaceable, ActionTakeItem(oDropObject, oRespawner));
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}
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void DropObjects(object oRespawner)
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{
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object oPlaceable = CreateObject(OBJECT_TYPE_PLACEABLE, "r_dropobjectsong", GetLocation(oRespawner));
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// Drop items that that can't be taken with you on a respawn
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object oDropObject;
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// Loop through each item in inventory and give a % chance that it will be dropped
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// or drop it automatically if it's a "special" item.
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object oItem = GetFirstItemInInventory(oRespawner);
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while (GetIsObjectValid(oItem))
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{
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if (GetIsDropItem(oItem))
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{
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DropObjectOnGround(oRespawner, oItem, oPlaceable);
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}
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else if (GetIsNotDropItem(oItem))
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{
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// do nothing - this item can't be dropped no matter what. Skip over it.
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}
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else if (d100() <= 5) // 5% chance that the item will be dropped
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{
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DropObjectOnGround(oRespawner, oItem, oPlaceable);
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}
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oItem = GetNextItemInInventory(oRespawner);
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}
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int i;
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for (i=0; i <= NUM_INVENTORY_SLOTS; i++)
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{
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oItem = GetItemInSlot(i, oRespawner);
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if (GetIsDropItem(oItem))
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{
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DropObjectOnGround(oRespawner, oItem, oPlaceable);
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}
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}
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// destroy dropped placeable
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oPlaceable);
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}
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//End of drop on death code
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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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//Does drop item on death code
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DropObjects(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 respawn code - replaced with respawn in Tuat
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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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//PrC 2 stuff
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ExecuteScript("prc_onrespawn", OBJECT_SELF);
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}
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