UW2_PRC8/_module/nss/respawnmed_oo.nss
Jaysyn904 5197ad9a4d Initial upload
Initial upload
2023-09-25 20:24:01 -04:00

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//scriptname: respawnmed
///////////////////////////////////////////
//Created by Guile
//Some functions are from: AW_Olorin (POA)
///////////////////////////////////////////
//Created On 8/02/08
///////////////////////////////////////////
//This script generates treasure and
//respawns the chest automatically after
//a set amount of time. (See below)
////////////////////////////////////////////
//This script MUST go in the OnOpen Event!
///////////////////////////////////////////////////////////////////////////////
//IMPORTANT SETTINGS:
//////////////////////////////////////////////////////////////////////////////
//The # below represents a % chance of a High level item spawning
//if the opener does not get this % they get a Medium level item instead.
//Change the # below (default 20) to the % chance you want unique items spawned.
const int nPercentChance = 20; //20% chance
//Determine how many minutes you want to pass before the treasure chest respawn
//Enter 10 for 10 minute 30 for 30 minutes etc..
const int nMinutes = 30; //Default = 30
///////////////////////////////////////////////////////////////////////////////
#include "NW_O2_CONINCLUDE"
#include "x0_i0_treasure"
//PROTOTYPE//////////
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);
}
//PROTOTYPE
void DestroyTreasure(object oMe)
{
object o = GetFirstItemInInventory(oMe);
while(GetIsObjectValid(o))
{
SetPlotFlag(o, FALSE);
DestroyObject(o, 0.0f);
o =GetNextItemInInventory(oMe);
}
}
//Main Script
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 = 60.0 * IntToFloat(nMinutes);; // 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)));
//Prevent Cheating!!
effect eEffect = EffectDamage(2666, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_NORMAL);
effect eVis = EffectVisualEffect(VFX_FNF_GREATER_RUIN);
object oPC = GetLastOpener();
string sMsg;
if(GetHasSpellEffect(SPELL_ETHEREALNESS, oPC) ||
GetHasSpellEffect(SPELL_IMPROVED_INVISIBILITY, oPC) ||
GetHasSpellEffect(SPELL_INVISIBILITY, oPC) ||
GetHasSpellEffect(SPELL_INVISIBILITY_SPHERE, oPC) ||
GetHasSpellEffect(SPELL_SANCTUARY, oPC))
{
if(GetLocalInt(oPC, "GS_LOOTER")==2)
{
sMsg = "You cannot be invisible while looting for treasure, YOU WILL RECIEVE NO MORE WARNINGS!";
FloatingTextStringOnCreature(sMsg, oPC, TRUE);
DestroyTreasure(OBJECT_SELF);
CreateItemOnObject("gslootlib", oPC, 1);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC, 2.5f);
return;
}
else
{
DestroyTreasure(OBJECT_SELF);
CreateItemOnObject("gslootlib", oPC, 1);
SetLocalInt(oPC, "GS_LOOTER", 2);
sMsg = "You cannot be invisible while looting for treasure, YOU HAVE BEEN WARNED!";
FloatingTextStringOnCreature(sMsg, oPC, TRUE);
return;
}
}
//////////////////////////////////////////////////////////////
//Special Treasure System...
ExecuteScript("gen_geg_treas", OBJECT_SELF);
///////////////Generic Treasure Generated On Open/////////////
//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)))
{
//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<nPercentChance)
{
//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_MED, 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(5);// 5-100 (The Multiplyer of nXGp)
int nXtra = d100(1); // 1 - 100
int nXGp = nInt * 50; // 250 - 5,000 Gold
int nGP = nXGp + nXtra; // 251 - 5,100 (Random #)
CreateItemOnObject("nw_it_gold001", OBJECT_SELF, nGP);
//end if statement
}
//The end :)
}