109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
//Example XP2 Treasure Script (low to high treasure)
|
|
//Created by Genisys for the Enchanting Gem system..
|
|
//Created On: 4/21/09
|
|
|
|
//Please see the ///****LOOK HERE*** below...
|
|
|
|
#include "NW_O2_CONINCLUDE"
|
|
#include "x0_i0_treasure"
|
|
|
|
void RespawnObject(string sTag, int iType, location lLoc)
|
|
{
|
|
// ResRef Name must be derivable from Tag Name
|
|
string sResRef = GetStringLowerCase(GetStringLeft(sTag, 16));
|
|
|
|
CreateObject(iType, sResRef, lLoc);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
//Prevents spam looting.
|
|
if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
|
|
{
|
|
return;
|
|
}
|
|
object oLastOpener = GetLastOpener();
|
|
//GenerateLowTreasure(oLastOpener, OBJECT_SELF);
|
|
SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
|
|
ShoutDisturbed();
|
|
|
|
//Note this only works for placeables
|
|
//Creatures use a different script, which is in the OnDeath Event
|
|
|
|
location lLoc = GetLocation(OBJECT_SELF);
|
|
string sTag = GetTag(OBJECT_SELF);
|
|
int iType = GetObjectType(OBJECT_SELF);
|
|
float fDelay = 1800.0; // 30 Minute delay
|
|
|
|
//A fancy sunbeam effect OnOpen.
|
|
//ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), OBJECT_SELF);
|
|
|
|
SetPlotFlag(OBJECT_SELF, FALSE);
|
|
DestroyObject(OBJECT_SELF, 0.0);
|
|
AssignCommand(GetArea(OBJECT_SELF), DelayCommand(fDelay, RespawnObject(sTag, iType, lLoc)));
|
|
|
|
///////////////Generic Treasure Generated On Open/////////////
|
|
|
|
//Ok if you want to use NWN Base Treasure System, here is what you do..
|
|
//Delete the // below on the line you wish to activate
|
|
//MAKE SURE you save this script under a new name, something you will
|
|
//remember later so you can place it on other chest / placeables.
|
|
|
|
//You can type //at the beginning of the function you don't want to use.
|
|
|
|
//Do not touch this line below as it's necessary!
|
|
if (!(CTG_GetIsTreasureGenerated(OBJECT_SELF))) {
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
///////////***********LOOK HERE*************////////////////////
|
|
//Specail function for generating Enchanted Gems..
|
|
ExecuteScript("gen_geg_treas", OBJECT_SELF);
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
//Let's choose between one of 3 treasures, depending upon a % of the roll..
|
|
|
|
int bInt = d100(1);
|
|
//Roll a d6 dice then determine which treasure table(s) to use..
|
|
|
|
//30% chance of getting a Medium level Item..
|
|
if(bInt <31)
|
|
{
|
|
//This script will put any high level item into the chest.
|
|
CTG_CreateTreasure(TREASURE_TYPE_MED, GetLastOpener(), OBJECT_SELF);
|
|
|
|
}
|
|
|
|
//10% chance of getting a High level item..
|
|
else if(bInt >89)
|
|
{
|
|
//This script will put any high level item into the chest.
|
|
CTG_CreateTreasure(TREASURE_TYPE_HIGH, GetLastOpener(), OBJECT_SELF);
|
|
}
|
|
|
|
//Otherwise they just get a Low level item..
|
|
else
|
|
{
|
|
//This script will put any low level item into the chest.
|
|
CTG_CreateTreasure(TREASURE_TYPE_LOW, GetLastOpener(), OBJECT_SELF);
|
|
}
|
|
|
|
//This will generate a Medium amount of Gold in the chest
|
|
CTG_CreateGoldTreasure(TREASURE_TYPE_HIGH, GetLastOpener(), OBJECT_SELF);
|
|
|
|
//This makes sure we aren't regenerating treasure!
|
|
CTG_SetIsTreasureGenerated(OBJECT_SELF);
|
|
|
|
//Always spawn gold into the chest..
|
|
//ADJUST This to your likings..
|
|
int nInt = d20(4);// 4-80 (The Multiplyer of nXGp)
|
|
int nXtra = d100(2); // 2-200
|
|
int nXGp = nInt * 200; // 800 - 16,000 Gold
|
|
int nGP = nXGp + nXtra; // 802 - 16,200
|
|
CreateItemOnObject("nw_it_gold001", OBJECT_SELF, nGP);
|
|
|
|
//end if statement
|
|
}
|
|
|
|
//The end :)
|
|
}
|