76 lines
2.7 KiB
Plaintext
76 lines
2.7 KiB
Plaintext
//Script Name: onheartbeat
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//////////////////////////////////////////
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//Created By: Genisys (Guile)
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//Created On: 4/20/08 (Updated 8/10/08)
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/////////////////////////////////////////
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/*
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Some parts of this script were taken from
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AW_Olorin's Paths of Ascension Module
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This script goes in the OnHeartbeat
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Event of the Module Properties
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*/
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////////////////////////////////////////
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//Required Include
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#include "x3_inc_horse"
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//#include "nw_i0_tool"
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//Main Script
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void main()
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{
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//IMPORTANT NOTE: If you are using nwnx2 to load your server you will
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//want to open up the OnModuleLoad script to activate the NWNX2 Reset
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//and below you will need to follow the directions to turn off normal reset.
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object oPC = GetFirstPC();
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while(GetIsObjectValid(oPC))
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{
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//This function stops trap setting in town. (or wherever you place the invisible
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//object you will create tagnamed "nocrown" at./ located in the pallette)
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object detector = GetNearestObjectByTag("nocrown", oPC, 0);
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if (GetIsObjectValid(detector))
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{
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object trap = GetNearestTrapToObject(detector, FALSE);
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if ( GetTrapCreator(trap) == oPC && !GetIsDM(oPC) && GetIsPC(oPC))
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if (GetArea(oPC) != GetArea(GetObjectByTag("throneofdeath")))
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{
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(GetLocation(GetWaypointByTag("prison"))));
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SendMessageToPC(oPC, "You have been sent to jail for setting a trap in a restricted area.");
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}
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}
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oPC = GetNextPC();
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}
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/////////////////////////////////////////////////////////////[ MAIN ]///////////
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//x3 Function!
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oPC=GetFirstPC();
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int nRoll;
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int bNoCombat=GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT");
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while(GetIsObjectValid(oPC))
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{ // PC traversal
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if (GetLocalInt(oPC,"bX3_STORE_MOUNT_INFO"))
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{ // store
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DeleteLocalInt(oPC,"bX3_STORE_MOUNT_INFO");
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HorseSaveToDatabase(oPC,X3_HORSE_DATABASE);
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} // store
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if (!bNoCombat&&GetHasFeat(FEAT_MOUNTED_COMBAT,oPC)&&HorseGetIsMounted(oPC))
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{ // check for AC increase
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nRoll=d20()+GetSkillRank(SKILL_RIDE,oPC);
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nRoll=nRoll-10;
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if (nRoll>4)
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{ // ac increase
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nRoll=nRoll/5;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),oPC,7.0);
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} // ac increase
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} // check for AC increase
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oPC=GetNextPC();
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} // PC traversal
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}
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/////////////////////////////////////////////////////////////[ MAIN ]///////////
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