Bugfix pass.
Fixed onRespawn & onDying scripts. Fixed XP awards. Added temple hospital & library.
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@@ -1,15 +1,14 @@
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#include "nw_i0_plot"
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/* Script generated by
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Lilac Soul's NWN Script Generator, v. 2.1
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For download info, please visit:
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http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
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//Goes OnPlayerRespawn of the module properties
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void main()
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{
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object oPC = GetLastRespawnButtonPresser();
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("townport");
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lTarget = GetLocation(oTarget);
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if (!GetIsPC(oPC)) return;
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@@ -19,11 +18,6 @@ ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC)
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RemoveEffects(oPC);
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("townport");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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@@ -35,9 +29,7 @@ if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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AssignCommand(oPC, ClearAllActions());
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DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
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oTarget = oPC;
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DelayCommand(0.1, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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@@ -45,7 +37,7 @@ oTarget = oPC;
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oPC);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oPC));
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}
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