UW2_PRC8/_module/nss/onplayerdeath.nss
Jaysyn904 f69e979e53 Updated event system
Added caller scripts to the PC events.  Full compile.  Updated release.
2023-11-13 13:16:17 -05:00

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