Updated Horsefly Swamp

Updated Horsefly Swamp.  Added Mirkwood Swamp loadscreens.  Added Horsefly Swamp Hovel.  Modified torches to provide Weapon & Torch at the cost of one AB.
This commit is contained in:
Jaysyn904
2023-08-16 23:42:27 -04:00
parent 3a27f3e411
commit f667238c5c
58 changed files with 188253 additions and 29712 deletions

17
_module/nss/noboat.nss Normal file
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//::///////////////////////////////////////////////
//:: FileName noboat
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
// Make sure the PC speaker doesn't have these items in their inventory
if(!HasItem(GetPCSpeaker(), "foldingboat"))
return TRUE;
return FALSE;
}

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//::///////////////////////////////////////////////
//:: Name oldhermit_onhb
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Strange Old Hermit's HB script.
*/
//:://////////////////////////////////////////////
#include "prc_inc_spells"
/* // Metamagic flag for Extend Spell
const int METAMAGIC_EXTEND = 4; */
// Check if SPELL_REPEL_VERMIN is active on OBJECT_SELF
int IsRepelVerminActive()
{
// Iterate through all active effects on the object
effect eCurrent = GetFirstEffect(OBJECT_SELF);
while (GetIsEffectValid(eCurrent))
{
int nSpellId = GetEffectSpellId(eCurrent);
if (nSpellId == SPELL_REPEL_VERMIN)
{
return TRUE; // Found the spell effect
}
eCurrent = GetNextEffect(OBJECT_SELF);
}
return FALSE; // Spell effect not found
}
void main()
{
object oNPC = OBJECT_SELF;
if (!GetIsAreaInterior())
{
if (!IsRepelVerminActive())
{
// Get the NPCs HitDice
int nSpellLevel = GetHitDice(OBJECT_SELF);
// Cast SPELL_REPEL_VERMIN with Extend Spell metamagic
ActionSpeakString("Aggh, damn bugs!!", TALKVOLUME_TALK);
ActionCastSpellAtObject(SPELL_REPEL_VERMIN, oNPC, METAMAGIC_EXTEND, TRUE, nSpellLevel, FALSE);
}
}
if ((!GetIsInCombat(oNPC) && (GetItemInSlot(INVENTORY_SLOT_CHEST) == OBJECT_INVALID)))
DelayCommand(0.5f, ActionEquipMostEffectiveArmor());
//:: Execute the default NPC OnHeartbeat script
ExecuteScript("nw_c2_default1", oNPC);
//:: Execute the PRC NPC OnHeartbeat script
ExecuteScript("prc_npc_hb", oNPC);
}