Area Cleanup. Added CEP3 Skyboxes. Beholder AI fix. NPC & Mook pass. Added QN OnHit script. Add XP for Traps system.
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*----------------------------------------------------------------------
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New Name:   ema_xp4trap_dis
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Date:       19-OCT-2003 - created
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Date:       20-oct-2003 - reworked comments
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Re-creator: Drakkenkin
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Notes:
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This Script was made from the scripts Telzar08Trap_XP_award and
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     Velar03trap_disarm_xp. The Scripts were made by Telzar and Velar
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     respectively.
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I re-worked this script because I like most of one of the script but
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     I like the detection if the PC is in or out of combat of the
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     other script. So I combined the two.
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----------------------------------------------------------------------*/
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// Variables
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object oPC=GetLastDisarmed();
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int iXPaward = 0;
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int iXPawarddc = 0;
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void main()
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{
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    if (GetIsInCombat(oPC))
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    {
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    iXPawarddc = (GetTrapDisarmDC(OBJECT_SELF) *10);
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        // Multiplies the Trap Disarm DC by 10
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    iXPaward = (iXPawarddc -((GetHitDice(oPC)-1)*10));
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        // Subtracts 10xp for every (level - 1) of pc form award.
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            //(this way 1st level Pcs get full xp).
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    }
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    else
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    {
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    iXPawarddc = (GetTrapDisarmDC(OBJECT_SELF) *5);
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        // Multiplies the Trap Disarm DC by 5
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    iXPaward = (iXPawarddc -((GetHitDice(oPC)-1)*5));
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        // Subtracts 5xp for every (level - 1) of pc form award.
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    }
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    SendMessageToPC( (oPC ),"Trap disarmed");
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        // Sends message to the PC stating - trap was disarmed.
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    if (iXPaward >= 1)
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        // checks to make sure that the xp award is at least 1.
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    {
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    GiveXPToCreature(oPC, iXPaward);
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        // If the XP reward is at least 1 then give the PC a reward.
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    }
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    else
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        // If the XP award is less then 1.
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    {
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    GiveXPToCreature(oPC, 1);
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       // give 1 xp.
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    }
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}
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