403 lines
14 KiB
Plaintext
403 lines
14 KiB
Plaintext
////////////////////////////////////
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//Created by Genisys / Guile
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//1/11/08 to 8/10/08 (Big Project!)
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////////////////////////////////////
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/*
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This is my premier OnPlayerDeath Module Event Script which I designed
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specifically for all my modules, it's rather nice and is part of
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multiple systems, so do not edit ANYTHING you do not know what it's for!
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*/
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////////////////////////////////////
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//Rquired Includes.. (Don't touch!)
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#include "nw_i0_plot"
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#include "x2_inc_compon"
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#include "setxp_inc"
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///////////////////////////////////////////////////////////////////////////
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/////////////////IMPORTANT OPTIONAL SETTINGS///////////////////////////////
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//The constant intergal below allows you to choose where or not to utilize
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//the PVP Death System I have scripted, please read below to learn more..
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//FALSE = Disabled / TRUE = Enabled
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const int nPVP = FALSE;
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//This constant will decide whether or not you want to send a PVP message
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//to all players when PVP transpires (This is for PVP Servers)
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//FALSE = Disabled / TRUE = Enabled
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const int nPVPMessage = FALSE;
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//If you wish to restrict PVP to the arena only, then..
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//Set the below setting to TRUE / FALSE = Deactivated (Default)
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const int nArenaOnly = TRUE;
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//This determines the level difference allowed in PVP (default 5)
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//If set to 5 players within 4 levels of each other will not be
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//Penalized for Killing one another. (Works both ways!)
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//Add +1 for the level you want so if you want 8 level difference make it 9!
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//(Set this whether you allow PVP or not!)
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const int nDif = 5; //(Between 5 - 40) / (40 = Disabled)
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//This is how you set the reward for XP given to the player for
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//fair PVP Kills, this # is multiplied by the level difference!
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const int nReward1 = 80; //(ie. if 3 Levels difference / 80 X 3)
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//This is how ytou set the reward for Gold given to the player for
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//fair PVP Kills, this # is multiplied by the level difference!
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const int nReward2 = 800;
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/////////OPTIONS END//////////////////////////////////////////////////
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////DO NOT TOUCH ANYTHING BELOW UNLESS IT SAYS - ///OPTION////
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///////////////////////////////////////////////////////////////
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// Raise OnDeath function (Standard Bioware Function)
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void Raise(object oPlayer)
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{
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effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION);
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effect eBad = GetFirstEffect(oPlayer);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer);
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//Search for negative effects
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while(GetIsEffectValid(eBad))
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{
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if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE ||
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GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
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GetEffectType(eBad) == EFFECT_TYPE_DEAF ||
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GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
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GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
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{
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//Remove effect if it is negative.
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RemoveEffect(oPlayer, eBad);
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}
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eBad = GetNextEffect(oPlayer);
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}
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//Fire cast spell at event for the specified target
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SignalEvent(oPlayer, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oPlayer);
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DestroyObject(GetItemPossessedBy(oPlayer, "death"), 0.0f);
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}
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// Respawn/Teleporter OnDeath function (By Bushido / Modified By Genisys)
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// Optionally you can create the waypoints described to send the dead player
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// to that location. You must create an item named arenatoken (tag & resref name)
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//Then you must use give it to them & take it away from them on enter/exit of
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//an area by a script, this will deem that area as the arena.
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void Respawn(object oPlayer)
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{
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string waiting = "<c B+>The gods show you favor, your life is restored.";
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if (GetIsDead(oPlayer))
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{
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object oPC = GetLastPlayerDied();
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object oArea = GetArea(oPC);
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string sTag = GetTag(oArea);
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if (sTag=="Arena" || sTag == "DMArena")
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{
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//Create a way point and tagname it "arenawp"
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object oTarget = GetWaypointByTag("arenaspawnpt");
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effect eTeleport = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eTeleport, oPlayer);
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//Tell the player why they are being restored.
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FloatingTextStringOnCreature(waiting, oPC);
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//Resurrect the player
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Raise(oPlayer);
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//Teleport the raised player to the arena spawn point.
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DelayCommand(0.1, AssignCommand(oPlayer, ClearAllActions()));
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DelayCommand(0.2, AssignCommand(oPlayer, JumpToObject(oTarget)));
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DestroyObject(GetItemPossessedBy(oPlayer, "death"), 0.0f);
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}
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else
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{
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CreateItemOnObject("death", oPlayer, 1);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////
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////////////////////////Main Script/////////////////////////////////////
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////////////////////////////////////////////////////////////////////////
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void main()
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{
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//Declare Major Variables...
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object oPlayer = GetLastPlayerDied();
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object oPC = GetLastPlayerDied();
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object oTarget = oPlayer;
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object oToken = GetItemPossessedBy(oPlayer, "death");
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object oItem;
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object oPP = oPlayer;
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string sArea = GetTag(GetArea(oPlayer));
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string sName = GetName(GetModule());
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location lDead = GetLocation(oPlayer);
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effect eKill = EffectDeath(TRUE);
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effect eVis = EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION);
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//Define who oKiller is..
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//Define the attacker & dead guy
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//PVP Variables..
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object oDead = GetLastPlayerDied();
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object oKiller = GetLastHostileActor(oDead);
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object oDied = oPlayer;
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object oVictor;
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object oAttacker;
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object oDumbo;
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//If the player is being tortured, ressurect them...
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object hell = GetArea(oPlayer);
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object helltest = GetArea(GetObjectByTag("satan1"));
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if (hell == helltest)
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{
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DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oPlayer));
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return;
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}
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///////////////////////////////////////////////////////////////////
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//Determine who the killer is..
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//Define who the attacker is first!
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//Let's make sure the Killer is a PC
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if(GetIsPC(oAttacker))
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{
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oKiller = GetLastHostileActor(oDead);
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}
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if(GetIsDM(oAttacker))
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{
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//Do not define the killer!
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}
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//Let's make sure we properly identify who the Attacker is...
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else if (GetIsPC(GetMaster(oAttacker)))
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{
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oKiller = GetMaster(oAttacker);
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}
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else
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{
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//otherwise it's a monster, so don't define the killer!
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}
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////////////END VARIABLES////////////////////////////////////
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//Save the PC's character instantly..
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if(GetLocalInt(GetModule(), "MULTI")==TRUE)
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{
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ExportSingleCharacter(oPC);
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}
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//Clear the PC's Reputation immediately...
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if(GetIsPC(oPlayer))
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{
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AssignCommand(oPlayer, ClearAllActions());
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//Clear Reputation of PC
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if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPlayer);
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}
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}
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///////////GUILD DEATH LOCATION SAVING///////////////////////////////
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//If the pc has a Guile Pass then store their death location..
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if(GetItemPossessedBy(oDead, "guildstone") != OBJECT_INVALID)
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{
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//Store their location into the database for later as well..
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SetCampaignLocation("LOCATIONS", "dth_stored_loc", lDead, oPlayer);
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}
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//(leave this alone) */
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//////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//Fancy death visual effect when they die.
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location lSelf = GetLocation(oPC);
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effect eVis2 = EffectVisualEffect(234);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis2, lSelf);
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/////////PRE-RESPAWN-ACTIONS/////////
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//If the player is in the arena, always respawn them..
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if(GetItemPossessedBy(oPC, "arenatoken") != OBJECT_INVALID)
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{
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//Lets auto ressurect anyone in the arena and give death tokens to the others.
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Respawn(oPlayer);
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// * make friendly to Each of the 3 common factions
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AssignCommand(oPlayer, ClearAllActions());
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// * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
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if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPlayer);
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}
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if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPlayer) <= 10)
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{ SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
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SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPlayer);
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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//Have the player tell everyone around them
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//they are dying (technically they are already dead :)
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AssignCommand(oPlayer, ActionSpeakString("I'm dying, help!",
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TALKVOLUME_TALK));
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////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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//If the player is not immortal & doesn't have an Arena Token...
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//Pop up the Death GUI Panel only if they don't meet the following..
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//If the player is not immortal
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if(GetItemPossessedBy(oPC, "immotoken") == OBJECT_INVALID)
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{
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//If the player does not have an arena token
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if(GetItemPossessedBy(oPC, "arenatoken") == OBJECT_INVALID)
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{
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//Show the player the Death Panel
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DelayCommand(2.0, PopUpGUIPanel(oPlayer,GUI_PANEL_PLAYER_DEATH));
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}
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}
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//////////////////////////////////////////////////////////////////////
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////////////////////DETERMINE WHO IS KILLING WHO//////////////////////
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//////////////////////////////////////////////////////////////////////
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//NOTE: We don't want the script to run for Monsters or DMs!
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//If it's not a PC let's make sure an associate of a PC
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//has not killed the PC or that's it's not a monster or DM..
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if(!GetIsPC(oKiller))
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{
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//Let's get the master of the asscoiate..
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if(GetIsPC(GetMaster(oKiller)))
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{
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oDumbo = GetMaster(oKiller);
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}
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//If it's a DM or Monster stop the script here!
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else
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{
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//Stop the rest of the script from firing all together!
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return;
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}
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}
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//Otherwise let's make sure the Attacker is a PC..
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else
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{
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if(GetIsPC(oKiller))
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{
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oDumbo = oKiller;
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}
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//If they haven't passed the test for PC or associate of PC stop here!
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else
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{
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return;
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}
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//End else
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}
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//If it's not a PC or Associate of the PC STOP HERE!
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if(!GetIsPC(oDumbo))
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{
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return;
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}
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////////////////////////////////////////////////////////////////////////
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////////////////////////PVP MESSAGE//////////////////////////////////////
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///////See the const int nPVPMessage above to turn on/off)///////////////
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//Always send this message...
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if(GetIsPC(oDumbo))
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{
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oVictor = oDumbo;
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////Send PVP Stats Messages to all PCs./////////
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//This shouts whever a player has died, who killed them and also
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//alerts DMs of any pvp action going on! (Though done below as well.)
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//This can also alert DM's not playing as a DM as well too!
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string sKilled;
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//Send Message to all DM's
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sKilled = "***ATTENTION DMs**** ";
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sKilled += GetName(oPlayer);
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sKilled += " / ";
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sKilled += GetPCPlayerName(oPlayer);
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sKilled += " Was Killed by the player - ";
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sKilled += GetName(oVictor);
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sKilled += " / ";
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sKilled += GetPCPlayerName(oVictor);
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//Lets make sure the killer is a PC
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if(GetIsPC(oVictor))
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{
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//Write the PVP Information in the log file. (For those not allowing PVP)
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WriteTimestampedLogEntry("**The Following Player: ");
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WriteTimestampedLogEntry(GetPCPlayerName(oVictor));
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WriteTimestampedLogEntry(" - ");
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WriteTimestampedLogEntry(GetPCPublicCDKey(oVictor));
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WriteTimestampedLogEntry(" - ");
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WriteTimestampedLogEntry(GetPCIPAddress(oVictor));
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WriteTimestampedLogEntry(" ** Has Killed This Player: ");
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WriteTimestampedLogEntry(GetName(oPlayer));
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WriteTimestampedLogEntry(" - ");
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WriteTimestampedLogEntry(GetPCPlayerName(oPlayer));
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SendMessageToAllDMs(sKilled);
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//end PVP message function
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}
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}
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/////////////////////////////////////////////////////////////////////////
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//Script End WOOSH!!
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}
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