Changed folder name.
Changed folder name.
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104
_module/nss/pc_wand_rest_sys.nss
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104
_module/nss/pc_wand_rest_sys.nss
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//::///////////////////////////////////////////////
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//:: Name: x2_onrest
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The generic wandering monster system
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: June 9/03
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//:://////////////////////////////////////////////
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#include "x2_inc_restsys"
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#include "x2_inc_switches"
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void main()
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{
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object oPC = GetLastPCRested();
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//This will start the Genisys PC Wand Conversation..
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if(GetLocalInt(oPC, "REST_STARTED")!=1)
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{
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object oTarget = oPC;
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionStartConversation(
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oTarget, "genisysconv", TRUE));
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//Stop here...
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return;
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}
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if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE)
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{
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/* Georg, August 11, 2003
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Added this code to allow the designer to specify a variable on the module
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Instead of using a OnAreaEnter script. Nice new toolset feature!
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Basically, the first time a player rests, the area is scanned for the
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encounter table string and will set it up.
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*/
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object oArea = GetArea (oPC);
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string sTable = GetLocalString(oArea,"X2_WM_ENCOUNTERTABLE") ;
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if (sTable != "" )
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{
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int nDoors = GetLocalInt(oArea,"X2_WM_AREA_USEDOORS");
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int nDC = GetLocalInt(oArea,"X2_WM_AREA_LISTENCHECK");
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WMSetAreaTable(oArea,sTable,nDoors,nDC);
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//remove string to indicate we are set up
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DeleteLocalString(oArea,"X2_WM_ENCOUNTERTABLE");
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}
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/* Brent, July 2 2003
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- If you rest and are a low level character at the beginning of the module.
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You will trigger the first dream cutscene
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*/
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if (GetLocalInt(GetModule(), "X2_G_LOWLEVELSTART") == 10)
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{
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AssignCommand(oPC, ClearAllActions());
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if (GetHitDice(oPC) >= 12)
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{
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ExecuteScript("bk_sleep", oPC);
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return;
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}
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else
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{
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FloatingTextStrRefOnCreature(84141 , oPC);
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return;
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}
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}
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if (GetLastRestEventType()==REST_EVENTTYPE_REST_STARTED)
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{
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//If they are resting do this instead..
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if (!WMStartPlayerRest(oPC))
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{
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// The resting system has objections against resting here and now
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// Probably because there is an ambush already in progress
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FloatingTextStrRefOnCreature(84142 ,oPC);
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AssignCommand(oPC,ClearAllActions());
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}
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if (WMCheckForWanderingMonster(oPC))
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{
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//This script MUST be run or the player won't be able to rest again ...
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ExecuteScript("x2_restsys_ambus",oPC);
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}
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}
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else if (GetLastRestEventType()==REST_EVENTTYPE_REST_CANCELLED)
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{
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// No longer used but left in for the community
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// WMFinishPlayerRest(oPC,TRUE); // removes sleep effect, etc
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}
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else if (GetLastRestEventType()==REST_EVENTTYPE_REST_FINISHED)
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{
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//Tell the system we are done resting!
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SetLocalInt(oPC, "REST_STARTED", 0);
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// No longer used but left in for the community
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// WMFinishPlayerRest(oPC); // removes sleep effect, etc
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}
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}
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}
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