UW2_PRC8/_module/nss/respawnuniqchest.nss
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Initial upload
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//scriptname: respawnuniqchest
///////////////////////////////////////////
//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)
////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//IMPORTANT SETTINGS:
//////////////////////////////////////////////////////////////////////////////
//The # below represents a % chance of a unique item spawning
//if the opener does not get this % they get a high level item instead.
//Change the # below (default 20) to the % chance you want unique items spawned.
const int nPercentChance = 20;
//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
///////////////////////////////////////////////////////////////////////////////
//DO NOT TOUCH ANYTHING BELOW!!
#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);
}
//Main script
void main()
{
//Prevents spam looting.
if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
{
return;
}
object oLastOpener = GetLastOpener();
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
//Do not touch this!
float fMultiplier = 60.0 * IntToFloat(nMinutes);
location lLoc = GetLocation(OBJECT_SELF);
string sTag = GetTag(OBJECT_SELF);
int iType = GetObjectType(OBJECT_SELF);
float fDelay = fMultiplier; // 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/////////////
//Note this is the script for the unique treasure chest in the module
//it was carefully configured due to too much treasure being handed out
//The chest will only generate one Legendary item only, and a large sum of gold.
//It will generate one high item as well, and if the PC is lucky 2 medium items
if (!(CTG_GetIsTreasureGenerated(OBJECT_SELF)))
{
//Always generate Gold into the chest!
//Always spawn gold into the chest..
//ADJUST This to your likings..
int nInt = d20(5);// 5-100 (The Multiplier of nXGp)
int nXtra = nInt * 10; // 50 - 1,000
int nXGp = nInt * 200; // 1,000 - 20,000 Gold
int nGP = nXGp + nXtra; //1,050 - 21,000 + 5-100 (Random #)
//Gold Range
CreateItemOnObject("nw_it_gold001", OBJECT_SELF, nGP);
//Let's choose between one of 3 treasures, depending upon a % of the roll..
int bInt = d100(1);
if(bInt<nPercentChance)
{
//This script will put any unique level item into the chest.
CTG_CreateTreasure(TREASURE_TYPE_UNIQUE, GetLastOpener(), OBJECT_SELF);
//This makes sure we aren't regenerating treasure!
CTG_SetIsTreasureGenerated(OBJECT_SELF);
}
//Otherwise they just get a 70% chance of a High level item..
else
{
//This script will put any high level item into the chest.
CTG_CreateTreasure(TREASURE_TYPE_HIGH, GetLastOpener(), OBJECT_SELF);
//This makes sure we aren't regenerating treasure!
CTG_SetIsTreasureGenerated(OBJECT_SELF);
}
//end if statment
}
//The end of script :)
}