Spawner switchover.

Spawner switch over.  PnP Umberhulks & Stone Golems.  A real search check in Level 10a - Small Cave.  Respawning placeables in 10a - Umber Hulk Cave & 10a - Small Cave
This commit is contained in:
Jaysyn904
2021-09-30 23:55:31 -04:00
parent 1523331392
commit 8dbdd0bd23
47 changed files with 7754 additions and 27481 deletions

View File

@@ -0,0 +1,14 @@
//Put this OnOpen
void main()
{
object oPC = GetLastOpenedBy();
if (!GetIsPC(oPC)) return;
AdjustAlignment(oPC, ALIGNMENT_EVIL, 3);
AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 3);
}

View File

@@ -0,0 +1,35 @@
//Put this script OnEnter
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
if (GetIsSkillSuccessful(oPC, SKILL_SEARCH, 25))
{
}
object oTarget = GetObjectByTag("RA_PLC_SARC_PRE");
if (!GetIsObjectValid(oTarget)) return;
DelayCommand(0.1f, DestroyObject(oTarget, 0.0));
object oSpawn;
location lTarget;
oTarget = GetWaypointByTag("RA_PLC_SARCOP003");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, "ra_plc_sarcop003", lTarget);
SendMessageToPC(oPC, "You have spotted a secret compartment on the sarcophagus.");
}

View File

@@ -0,0 +1,7 @@
// Sends a message to the nearest PC who is alive to us.
void main()
{
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE, TRUE);
SendMessageToPC(oPC, "The ceiling has collapsed");
}

View File

@@ -0,0 +1,27 @@
//Disarm Trap XP award for Thieves
//Operates on this math: (TrapDC * XPMultiplier) - (ThiefLevel x Skill) = XP Award
// Created by Todmaerin 6/22/02
// Modified 6/30/02
object oThief = GetLastDisarmed();
void main()
{
string sThiefLevel;
int nPosition;
int nRogueTrue;
for (nPosition= 1; nPosition <= 3; nPosition ++)
{
nRogueTrue = GetLocalInt(oThief, IntToString(GetClassByPosition (nPosition, oThief) ));
};
if (nRogueTrue = CLASS_TYPE_ROGUE)
{
sThiefLevel = IntToString(GetLevelByClass (CLASS_TYPE_ROGUE, oThief));
int nDisarmSkill = GetSkillRank(SKILL_DISABLE_TRAP, oThief);
int nTrapDC = GetTrapDisarmDC(OBJECT_SELF);
float fXPMod = 1.2;
//the math
int nXPAward = FloatToInt((nTrapDC * fXPMod) - (StringToInt(sThiefLevel) * nDisarmSkill));
GiveXPToCreature (oThief, nXPAward);
}
}