2025/07/19 Update
Added PEPS. Full compile.
This commit is contained in:
119
_module/nss/pe_mod_set.nss
Normal file
119
_module/nss/pe_mod_set.nss
Normal file
@@ -0,0 +1,119 @@
|
||||
/*//////////////////////////////////////////////////////////////////////////////
|
||||
Script Name: pe_mod_settings
|
||||
Programmer: Philos
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PEPS Plugin to set module and area settings.
|
||||
/*//////////////////////////////////////////////////////////////////////////////
|
||||
const string AI_MODULE_HEARTBEAT_SCRIPT = "AI_MODULE_HEARTBEAT_SCRIPT";
|
||||
|
||||
#include "0i_main"
|
||||
void main()
|
||||
{
|
||||
// Get the last player to use targeting mode
|
||||
object oPC = GetLastPlayerToSelectTarget();
|
||||
string sTargetMode = GetLocalString(oPC, AI_TARGET_MODE);
|
||||
if(oPC == OBJECT_SELF && sTargetMode != "")
|
||||
{
|
||||
// Get the targeting mode data
|
||||
object oTarget = GetTargetingModeSelectedObject();
|
||||
vector vTarget = GetTargetingModeSelectedPosition();
|
||||
location lLocation = Location(GetArea(oPC), vTarget, GetFacing(oPC));
|
||||
object oAssociate = GetLocalObject(oPC, AI_TARGET_ASSOCIATE);
|
||||
// If the user manually exited targeting mode without selecting a target, return
|
||||
if(!GetIsObjectValid(oTarget) && vTarget == Vector())
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Targeting code here.
|
||||
if(sTargetMode == "TEST_LEVEL_TARGET")
|
||||
{
|
||||
int nLevel = ai_GetCharacterLevels(oTarget);
|
||||
int nXPNeeded = StringToInt(Get2DAString("exptable", "XP", nLevel));
|
||||
int nXPToGive = nXPNeeded - GetXP(oTarget);
|
||||
GiveXPToCreature(oTarget, nXPToGive);
|
||||
ai_SendMessages(GetName(oTarget) + " has gained " + IntToString(nXPToGive) + " experience to gain 1 level.", AI_COLOR_YELLOW, oPC);
|
||||
}
|
||||
else if(sTargetMode == "TEST_GOLD_TARGET")
|
||||
{
|
||||
GiveGoldToCreature(oTarget, 10000);
|
||||
ai_SendMessages(GetName(oTarget) + " has gained 10,000 gold.", AI_COLOR_YELLOW, oPC);
|
||||
}
|
||||
else if(sTargetMode == "TEST_REST_TARGET")
|
||||
{
|
||||
ForceRest(oTarget);
|
||||
ai_SendMessages(GetName(oTarget) + " has rested.", AI_COLOR_GREEN, oPC);
|
||||
}
|
||||
else if(sTargetMode == "TEST_HEAL_TARGET")
|
||||
{
|
||||
int nHeal = GetMaxHitPoints(oTarget) - GetCurrentHitPoints(oTarget);
|
||||
if(nHeal > 0)
|
||||
{
|
||||
effect eHeal = EffectHeal(nHeal);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
|
||||
ai_SendMessages(GetName(oTarget) + " has been healed.", AI_COLOR_GREEN, oPC);
|
||||
}
|
||||
}
|
||||
else if(sTargetMode == "TEST_ID_TARGET") SetIdentified(oTarget, !GetIdentified(oTarget));
|
||||
else if(sTargetMode == "TEST_CLEAR_TARGET")
|
||||
{
|
||||
ClearAllActions(TRUE, oTarget);
|
||||
}
|
||||
else if(sTargetMode == "TEST_KILL_TARGET")
|
||||
{
|
||||
effect eDmg = EffectDamage(10000);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget);
|
||||
ai_SendMessages(GetName(oTarget) + " has been killed.", AI_COLOR_RED, oPC);
|
||||
}
|
||||
else if(sTargetMode == "TEST_REMOVE_TARGET")
|
||||
{
|
||||
SetIsDestroyable(TRUE, FALSE, FALSE, oTarget);
|
||||
DestroyObject(oTarget);
|
||||
ai_SendMessages(GetName(oTarget) + " has been removed!", AI_COLOR_RED, oPC);
|
||||
}
|
||||
}
|
||||
// Run all non-targeting code here, usually NUI events.
|
||||
else
|
||||
{
|
||||
object oPC = NuiGetEventPlayer();
|
||||
int nToken = NuiGetEventWindow();
|
||||
string sEvent = NuiGetEventType();
|
||||
string sElem = NuiGetEventElement();
|
||||
int nIndex = NuiGetEventArrayIndex();
|
||||
//string sWndId = NuiGetWindowId(oPC, nToken);
|
||||
//**********************************************************************
|
||||
//if(GetLocalInt(oPC, AI_NO_NUI_SAVE)) return;
|
||||
if(sEvent == "click")
|
||||
{
|
||||
if(sElem == "btn_combat_music_off")
|
||||
{
|
||||
object oArea = GetFirstArea();
|
||||
while(GetIsObjectValid(oArea))
|
||||
{
|
||||
MusicBattleChange(oArea, 0);
|
||||
oArea = GetNextArea();
|
||||
}
|
||||
ai_SendMessages(GetModuleName() + " has had the combat music removed. Save your game or you may loose this change!", AI_COLOR_GREEN, oPC);
|
||||
}
|
||||
if(sElem == "btn_night_to_day")
|
||||
{
|
||||
object oModule = GetModule();
|
||||
string sScript = GetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT);
|
||||
if(sScript == "pc_mod_set")
|
||||
{
|
||||
sScript = GetLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT);
|
||||
SetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT, sScript);
|
||||
DeleteLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT);
|
||||
SendMessageToPC(oPC, "Module has been set to use normal time passage!");
|
||||
}
|
||||
else
|
||||
{
|
||||
SetLocalString(oPC, AI_MODULE_HEARTBEAT_SCRIPT, sScript);
|
||||
SetEventScript(oModule, EVENT_SCRIPT_MODULE_ON_HEARTBEAT, "pc_mod_set");
|
||||
SendMessageToPC(oPC, "Module has been set to pass through nighttime to make it morning!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user