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
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								_module/nss/ch_al_ce_onopen.nss
									
									
									
									
									
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								_module/nss/ch_al_ce_onopen.nss
									
									
									
									
									
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|  | ||||
| //Put this OnOpen | ||||
| void main() | ||||
| { | ||||
|  | ||||
| object oPC = GetLastOpenedBy(); | ||||
|  | ||||
| if (!GetIsPC(oPC)) return; | ||||
|  | ||||
| AdjustAlignment(oPC, ALIGNMENT_EVIL, 3); | ||||
|  | ||||
| AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 3); | ||||
|  | ||||
| } | ||||
							
								
								
									
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								_module/nss/hidden_comp001.nss
									
									
									
									
									
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								_module/nss/hidden_comp001.nss
									
									
									
									
									
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| //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."); | ||||
|  | ||||
|  | ||||
| } | ||||
|  | ||||
							
								
								
									
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								_module/nss/ra_bricksfall.nss
									
									
									
									
									
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								_module/nss/ra_bricksfall.nss
									
									
									
									
									
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| // 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"); | ||||
| } | ||||
							
								
								
									
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								_module/nss/ra_disarmtrap01.nss
									
									
									
									
									
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								_module/nss/ra_disarmtrap01.nss
									
									
									
									
									
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| //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); | ||||
|           } | ||||
|  | ||||
| } | ||||
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