Initial upload
Initial upload
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163
_module/nss/respawnhigh_oo.nss
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163
_module/nss/respawnhigh_oo.nss
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//scriptname: respawnhigh
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///////////////////////////////////////
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//Original Creator: AW_Olorin
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//Modified by Guile 8/02/08
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///////////////////////////////////////
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//
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//This script generates treasure and
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//respawns the chest automatically after
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//a set amount of time. (See below)
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/////////////////////////////////////////////////////
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//NOTE: I this script is almost identical to the respawnmed script, however
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//the % chance of a high level item spawning should be much higher!!
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///////////////////////////////////////////////////////////////////////////////
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//This script MUST go in the OnOpen Event!
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//IMPORTANT SETTINGS:
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//////////////////////////////////////////////////////////////////////////////
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//The # below represents a % chance of a High level item spawning
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//if the opener does not get this % they get a Medium level item instead.
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//Change the # below (default 40) to the % chance you want unique items spawned.
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const int nPercentChance = 40; //40%
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//Determine how many minutes you want to pass before the treasure chest respawn
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//Enter 10 for 10 minute or 30 for 30 minutes, etc..
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const int nMinutes = 30; //Default = 30 minutes
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///////////////////////////////////////////////////////////////////////////////
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//DO NOT TOUCH ANYTHING BELOW!!
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#include "NW_O2_CONINCLUDE"
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#include "x0_i0_treasure"
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//PROROTYPE
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void RespawnObject(string sTag, int iType, location lLoc)
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{
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// ResRef Name must be derivable from Tag Name
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string sResRef = GetStringLowerCase(GetStringLeft(sTag, 16));
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CreateObject(iType, sResRef, lLoc);
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}
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//PROTOTYPE
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void DestroyTreasure(object oMe)
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{
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object o = GetFirstItemInInventory(oMe);
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while(GetIsObjectValid(o))
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{
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SetPlotFlag(o, FALSE);
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DestroyObject(o, 0.0f);
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o =GetNextItemInInventory(oMe);
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}
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}
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void main()
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{
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//Prevents spam looting.
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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object oLastOpener = GetLastOpener();
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//GenerateLowTreasure(oLastOpener, OBJECT_SELF);
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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ShoutDisturbed();
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float fMultiplier = 60.0 * IntToFloat(nMinutes);
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location lLoc = GetLocation(OBJECT_SELF);
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string sTag = GetTag(OBJECT_SELF);
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int iType = GetObjectType(OBJECT_SELF);
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float fDelay = fMultiplier; // 30 Minute delay
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//A fancy sunbeam effect OnOpen.
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), OBJECT_SELF);
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SetPlotFlag(OBJECT_SELF, FALSE);
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DestroyObject(OBJECT_SELF, 0.0);
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//Note this only works for placeables
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//Creatures use a different script, which is in the OnDeath Event
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AssignCommand(GetArea(OBJECT_SELF), DelayCommand(fDelay, RespawnObject(sTag, iType, lLoc)));
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//Prevent Cheating!!
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effect eEffect = EffectDamage(6666, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_NORMAL);
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effect eVis = EffectVisualEffect(VFX_FNF_GREATER_RUIN);
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object oPC = GetLastOpener();
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string sMsg;
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if(GetHasSpellEffect(SPELL_ETHEREALNESS, oPC) ||
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GetHasSpellEffect(SPELL_IMPROVED_INVISIBILITY, oPC) ||
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GetHasSpellEffect(SPELL_INVISIBILITY, oPC) ||
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GetHasSpellEffect(SPELL_INVISIBILITY_SPHERE, oPC) ||
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GetHasSpellEffect(SPELL_SANCTUARY, oPC))
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{
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if(GetLocalInt(oPC, "GS_LOOTER")==2)
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{
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sMsg = "You cannot be invisible while looting for treasure, YOU WILL RECIEVE NO MORE WARNINGS!";
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FloatingTextStringOnCreature(sMsg, oPC, TRUE);
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DestroyTreasure(OBJECT_SELF);
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CreateItemOnObject("gslootlib", oPC, 1);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC, 2.5f);
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return;
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}
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else
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{
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DestroyTreasure(OBJECT_SELF);
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CreateItemOnObject("gslootlib", oPC, 1);
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SetLocalInt(oPC, "GS_LOOTER", 2);
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sMsg = "You cannot be invisible while looting for treasure, YOU HAVE BEEN WARNED!";
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FloatingTextStringOnCreature(sMsg, oPC, TRUE);
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return;
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}
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}
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///////////////////////////////////////////////////////////
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//Special treasure system..
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ExecuteScript("gen_geg_treas", OBJECT_SELF);
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//////////////GENERATE GENERIC TREASURE////////////////////
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//Do not touch this line below as it's necessary!
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if (!(CTG_GetIsTreasureGenerated(OBJECT_SELF)))
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{
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//Let's choose between one of 3 treasures, depending upon a % of the roll..
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int bInt = d100(1);
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//Roll a d6 dice then determine which treasure table(s) to use..
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//% Chance of the High level item spawning (set above!)
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if(bInt<nPercentChance)
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{
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//This script will put any high level item into the chest.
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CTG_CreateTreasure(TREASURE_TYPE_HIGH, GetLastOpener(), OBJECT_SELF);
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}
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//Otherwise they just get a Medium level item..
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else
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{
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//This script will put any high level item into the chest.
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CTG_CreateTreasure(TREASURE_TYPE_MED, GetLastOpener(), OBJECT_SELF);
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}
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//Always spawn gold into the chest..
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//ADJUST This to your likings..
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int nInt = d20(5);// 5-100 (The Multiplyer of nXGp)
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int nXtra = d100(1); // 1-100 GP
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int nXGp = nInt * 100; // 500 - 10,000 GP
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int nGP = nXGp + nXtra; // + 1 - 100 GP
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//501 minimum - 10,100 max
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CreateItemOnObject("nw_it_gold001", OBJECT_SELF, nGP);
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//This makes sure we aren't regenerating treasure!
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CTG_SetIsTreasureGenerated(OBJECT_SELF);
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}
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//The end :)
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}
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