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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14
_module/nss/ch_al_ce_onopen.nss
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14
_module/nss/ch_al_ce_onopen.nss
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//Put this OnOpen
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void main()
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{
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object oPC = GetLastOpenedBy();
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if (!GetIsPC(oPC)) return;
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AdjustAlignment(oPC, ALIGNMENT_EVIL, 3);
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AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 3);
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}
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35
_module/nss/hidden_comp001.nss
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35
_module/nss/hidden_comp001.nss
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//Put this script OnEnter
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void main()
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{
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object oPC = GetEnteringObject();
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if (!GetIsPC(oPC)) return;
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if (GetIsSkillSuccessful(oPC, SKILL_SEARCH, 25))
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{
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}
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object oTarget = GetObjectByTag("RA_PLC_SARC_PRE");
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if (!GetIsObjectValid(oTarget)) return;
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DelayCommand(0.1f, DestroyObject(oTarget, 0.0));
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("RA_PLC_SARCOP003");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, "ra_plc_sarcop003", lTarget);
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SendMessageToPC(oPC, "You have spotted a secret compartment on the sarcophagus.");
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}
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7
_module/nss/ra_bricksfall.nss
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7
_module/nss/ra_bricksfall.nss
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// Sends a message to the nearest PC who is alive to us.
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void main()
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{
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE, TRUE);
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SendMessageToPC(oPC, "The ceiling has collapsed");
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}
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27
_module/nss/ra_disarmtrap01.nss
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27
_module/nss/ra_disarmtrap01.nss
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//Disarm Trap XP award for Thieves
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//Operates on this math: (TrapDC * XPMultiplier) - (ThiefLevel x Skill) = XP Award
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// Created by Todmaerin 6/22/02
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// Modified 6/30/02
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object oThief = GetLastDisarmed();
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void main()
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{
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string sThiefLevel;
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int nPosition;
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int nRogueTrue;
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for (nPosition= 1; nPosition <= 3; nPosition ++)
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{
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nRogueTrue = GetLocalInt(oThief, IntToString(GetClassByPosition (nPosition, oThief) ));
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};
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if (nRogueTrue = CLASS_TYPE_ROGUE)
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{
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sThiefLevel = IntToString(GetLevelByClass (CLASS_TYPE_ROGUE, oThief));
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int nDisarmSkill = GetSkillRank(SKILL_DISABLE_TRAP, oThief);
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int nTrapDC = GetTrapDisarmDC(OBJECT_SELF);
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float fXPMod = 1.2;
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//the math
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int nXPAward = FloatToInt((nTrapDC * fXPMod) - (StringToInt(sThiefLevel) * nDisarmSkill));
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GiveXPToCreature (oThief, nXPAward);
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}
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}
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