Updated AMS marker feats

Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-02-11 14:01:05 -05:00
parent 618cd42b82
commit 6ec137a24e
24762 changed files with 1528530 additions and 0 deletions
@@ -0,0 +1,137 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="Repute.fac" type="FAC " version="V3.2" >
<struct id="-1" >
<element name="FactionList" type="15" >
<struct id="0" >
<element name="FactionParentID" type="4" value="-1" />
<element name="FactionName" type="10" value="PC" />
<element name="FactionGlobal" type="2" value="1" />
</struct>
<struct id="1" >
<element name="FactionParentID" type="4" value="-1" />
<element name="FactionName" type="10" value="Hostile" />
<element name="FactionGlobal" type="2" value="1" />
</struct>
<struct id="2" >
<element name="FactionParentID" type="4" value="-1" />
<element name="FactionName" type="10" value="Commoner" />
<element name="FactionGlobal" type="2" value="1" />
</struct>
<struct id="3" >
<element name="FactionParentID" type="4" value="-1" />
<element name="FactionName" type="10" value="Merchant" />
<element name="FactionGlobal" type="2" value="1" />
</struct>
<struct id="4" >
<element name="FactionParentID" type="4" value="-1" />
<element name="FactionName" type="10" value="Defender" />
<element name="FactionGlobal" type="2" value="1" />
</struct>
</element>
<element name="RepList" type="15" >
<struct id="0" >
<element name="FactionID1" type="4" value="0" />
<element name="FactionID2" type="4" value="1" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="1" >
<element name="FactionID1" type="4" value="0" />
<element name="FactionID2" type="4" value="2" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="2" >
<element name="FactionID1" type="4" value="0" />
<element name="FactionID2" type="4" value="3" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="3" >
<element name="FactionID1" type="4" value="0" />
<element name="FactionID2" type="4" value="4" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="4" >
<element name="FactionID1" type="4" value="1" />
<element name="FactionID2" type="4" value="1" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="5" >
<element name="FactionID1" type="4" value="1" />
<element name="FactionID2" type="4" value="2" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="6" >
<element name="FactionID1" type="4" value="1" />
<element name="FactionID2" type="4" value="3" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="7" >
<element name="FactionID1" type="4" value="1" />
<element name="FactionID2" type="4" value="4" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="8" >
<element name="FactionID1" type="4" value="2" />
<element name="FactionID2" type="4" value="1" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="9" >
<element name="FactionID1" type="4" value="2" />
<element name="FactionID2" type="4" value="2" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="10" >
<element name="FactionID1" type="4" value="2" />
<element name="FactionID2" type="4" value="3" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="11" >
<element name="FactionID1" type="4" value="2" />
<element name="FactionID2" type="4" value="4" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="12" >
<element name="FactionID1" type="4" value="3" />
<element name="FactionID2" type="4" value="1" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="13" >
<element name="FactionID1" type="4" value="3" />
<element name="FactionID2" type="4" value="2" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="14" >
<element name="FactionID1" type="4" value="3" />
<element name="FactionID2" type="4" value="3" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="15" >
<element name="FactionID1" type="4" value="3" />
<element name="FactionID2" type="4" value="4" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="16" >
<element name="FactionID1" type="4" value="4" />
<element name="FactionID2" type="4" value="1" />
<element name="FactionRep" type="4" value="0" />
</struct>
<struct id="17" >
<element name="FactionID1" type="4" value="4" />
<element name="FactionID2" type="4" value="2" />
<element name="FactionRep" type="4" value="50" />
</struct>
<struct id="18" >
<element name="FactionID1" type="4" value="4" />
<element name="FactionID2" type="4" value="3" />
<element name="FactionRep" type="4" value="100" />
</struct>
<struct id="19" >
<element name="FactionID1" type="4" value="4" />
<element name="FactionID2" type="4" value="4" />
<element name="FactionRep" type="4" value="100" />
</struct>
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</struct>
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@@ -0,0 +1,111 @@
//:://////////////////////////////////////////////
//:: Short description
//:: filename
//:://////////////////////////////////////////////
/** @file
Long description
@author Joe Random
@date Created - yyyy.mm.dd
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_dynconv"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_ALIGNMENT = 0;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
//////////////////////////////////////////////////
/* Main function */
//////////////////////////////////////////////////
void main()
{
object oPC = GetPCSpeaker();
/* Get the value of the local variable set by the conversation script calling
* this script. Values:
* DYNCONV_ABORTED Conversation aborted
* DYNCONV_EXITED Conversation exited via the exit node
* DYNCONV_SETUP_STAGE System's reply turn
* 0 Error - something else called the script
* Other The user made a choice
*/
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
// The stage is used to determine the active conversation node.
// 0 is the entry node.
int nStage = GetStage(oPC);
// Check which of the conversation scripts called the scripts
if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
return;
if(nValue == DYNCONV_SETUP_STAGE)
{
// Check if this stage is marked as already set up
// This stops list duplication when scrolling
if(!GetIsStageSetUp(nStage, oPC))
{
if(nStage == STAGE_ALIGNMENT)
{
SetHeader("How do you want to change your alignment?");
AddChoice("Good", 1, oPC);
AddChoice("Evil", 2, oPC);
AddChoice("Lawful", 3, oPC);
AddChoice("Chaotic", 4, oPC);
AddChoice("Neutral", 5, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
}
// Do token setup
SetupTokens();
}
// End of conversation cleanup
else if(nValue == DYNCONV_EXITED)
{
// Add any locals set through this conversation
}
// Abort conversation cleanup.
// NOTE: This section is only run when the conversation is aborted
// while aborting is allowed. When it isn't, the dynconvo infrastructure
// handles restoring the conversation in a transparent manner
else if(nValue == DYNCONV_ABORTED)
{
// Add any locals set through this conversation
}
// Handle PC responses
else
{
// variable named nChoice is the value of the player's choice as stored when building the choice list
// variable named nStage determines the current conversation node
int nChoice = GetChoice(oPC);
if(nStage == STAGE_ALIGNMENT)
{
switch(nChoice)
{
case 1: AdjustAlignment(oPC, ALIGNMENT_GOOD, 100); break;
case 2: AdjustAlignment(oPC, ALIGNMENT_EVIL, 100); break;
case 3: AdjustAlignment(oPC, ALIGNMENT_LAWFUL, 100); break;
case 4: AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 100); break;
case 5: AdjustAlignment(oPC, ALIGNMENT_NEUTRAL, 100); break;
}
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}
@@ -0,0 +1,697 @@
//:://////////////////////////////////////////////
//:: Appearance changing dynamic conversation
//:: appearconv.nss
//:://////////////////////////////////////////////
/** @file
Conversation to change appearance
Allows for add/remove wings/tails, head changes,
portrait, and overall appearance
@author Primogenitor
@date Created - 2006.09.26
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_dynconv"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_ENTRY = 0;
const int STAGE_APPEARANCE = 510;
const int STAGE_HEAD = 520;
const int STAGE_WINGS = 530;
const int STAGE_TAIL = 540;
const int STAGE_BODYPART = 550;
const int STAGE_BODYPART_CHANGE = 551;
const int STAGE_PORTRAIT = 560;
const int STAGE_EQUIPMENT = 590;
const int STAGE_EQUIPMENT_SIMPLE = 591; //e.g. shield
const int STAGE_EQUIPMENT_LAYERED = 592; //e.g. helm
const int STAGE_EQUIPMENT_COMPOSITE = 593; //e.g. sword
const int STAGE_EQUIPMENT_COMPOSITE_B = 594;
const int STAGE_EQUIPMENT_ARMOR = 595; //e.g. armor
const int CHOICE_RETURN_TO_PREVIOUS = 0xEFFFFFFF;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
void AddPortraits(int nMin, int nMax, object oPC)
{
int i;
string sName;
for(i=nMin;i<nMin+100;i++)
{
//test for model
if(Get2DACache("portraits", "Race", i) != "")
{
sName = Get2DACache("portraits", "BaseResRef", i);
AddChoice(sName, i, oPC);
}
}
if(i < nMax)
DelayCommand(0.00, AddPortraits(i, nMax, oPC));
}
void AddTails(int nMin, int nMax, object oPC)
{
int i;
string sName;
for(i=nMin;i<nMin+100;i++)
{
//test for model
if(Get2DACache("tailmodel", "MODEL", i) != "")
{
sName = Get2DACache("wingmodel", "LABEL", i);
AddChoice(sName, i, oPC);
}
}
if(i < nMax)
DelayCommand(0.00, AddTails(i, nMax, oPC));
}
void AddWings(int nMin, int nMax, object oPC)
{
int i;
string sName;
for(i=nMin;i<nMin+100;i++)
{
//test for model
if(Get2DACache("wingmodel", "MODEL", i) != "")
{
sName = Get2DACache("wingmodel", "LABEL", i);
AddChoice(sName, i, oPC);
}
}
if(i < nMax)
DelayCommand(0.00, AddWings(i, nMax, oPC));
}
void AddAppearances(int nMin, int nMax, object oPC)
{
int i;
string sName;
for(i=nMin;i<nMin+100;i++)
{
//test for model
if(Get2DACache("appearance", "RACE", i) != "")
{
//test for tlk name
sName = GetStringByStrRef(StringToInt(Get2DACache("appearance", "STRING_REF", i)));
//no tlk name, use label
if(sName == "")
sName = Get2DACache("appearance", "LABEL", i);
AddChoice(sName, i, oPC);
}
}
if(i < nMax)
DelayCommand(0.00, AddAppearances(i, nMax, oPC));
}
//////////////////////////////////////////////////
/* Main function */
//////////////////////////////////////////////////
void main()
{
object oPC = GetPCSpeaker();
/* Get the value of the local variable set by the conversation script calling
* this script. Values:
* DYNCONV_ABORTED Conversation aborted
* DYNCONV_EXITED Conversation exited via the exit node
* DYNCONV_SETUP_STAGE System's reply turn
* 0 Error - something else called the script
* Other The user made a choice
*/
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
// The stage is used to determine the active conversation node.
// 0 is the entry node.
int nStage = GetStage(oPC);
// Check which of the conversation scripts called the scripts
if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
return;
if(nValue == DYNCONV_SETUP_STAGE)
{
// Check if this stage is marked as already set up
// This stops list duplication when scrolling
if(!GetIsStageSetUp(nStage, oPC))
{
// variable named nStage determines the current conversation node
// Function SetHeader to set the text displayed to the PC
// Function AddChoice to add a response option for the PC. The responses are show in order added
if(nStage == STAGE_ENTRY)
{
// Set the header
SetHeader("What aspect of your appearance do you wish to alter?");
// Add responses for the PC
AddChoice("Model", 1, oPC);
int bCanHaveWings;
int bCanHaveTail;
string sModelType = Get2DACache("appearance", "MODELTYPE", GetAppearanceType(oPC));
if(sModelType == "P")
{
bCanHaveTail=TRUE;
bCanHaveWings=TRUE;
}
else
{
if(TestStringAgainstPattern("**W**", sModelType))
bCanHaveWings=TRUE;
if(TestStringAgainstPattern("**T**", sModelType))
bCanHaveTail=TRUE;
}
if(sModelType == "P")
AddChoice("Head", 2, oPC);
if(bCanHaveWings)
AddChoice("Wings", 3, oPC);
if(bCanHaveTail)
AddChoice("Tail", 4, oPC);
if(sModelType == "P")
AddChoice("Other bodypart including tattoos", 5, oPC);
if(bCanHaveTail)
AddChoice("Portrait", 6, oPC);
AddChoice("Equipment", 7, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_APPEARANCE)
{
SetHeader("Select an appearance to assume");
AddChoice("Return to previous", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddAppearances(0, GetPRCSwitch(FILE_END_APPEARANCE), oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_HEAD)
{
SetHeader("Select a head");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Goto first head", 1, oPC);
AddChoice("Next head", 2, oPC);
if(GetCreatureBodyPart(CREATURE_PART_HEAD, oPC) > 0)
AddChoice("Previous head", 3, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_WINGS)
{
SetHeader("");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddWings(0, GetPRCSwitch(FILE_END_WINGS), oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_TAIL)
{
SetHeader("");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddTails(0, GetPRCSwitch(FILE_END_TAILS), oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_BODYPART)
{
SetHeader("Which bodypart?");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Right shin", CREATURE_PART_RIGHT_SHIN, oPC);
AddChoice("Left shin", CREATURE_PART_LEFT_SHIN, oPC);
AddChoice("Right thigh", CREATURE_PART_RIGHT_THIGH, oPC);
AddChoice("Left thigh", CREATURE_PART_LEFT_THIGH, oPC);
AddChoice("Torso", CREATURE_PART_TORSO, oPC);
AddChoice("Right forearm", CREATURE_PART_RIGHT_FOREARM, oPC);
AddChoice("Left forearm", CREATURE_PART_LEFT_FOREARM, oPC);
AddChoice("Right bicep", CREATURE_PART_RIGHT_BICEP, oPC);
AddChoice("Left bicep", CREATURE_PART_LEFT_BICEP, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_BODYPART_CHANGE)
{
SetHeader("Select a change");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Goto first bodypart", 1, oPC);
AddChoice("Next bodypart", 2, oPC);
int nPart = GetLocalInt(oPC, "BodypartToChange");
if(GetCreatureBodyPart(nPart, oPC) > 0)
AddChoice("Previous bodypart", 3, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_PORTRAIT)
{
SetHeader("Select a portrait");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddPortraits(0, GetPRCSwitch(FILE_END_PORTRAITS), oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_EQUIPMENT)
{
SetHeader("Select a piece of equipment to modify");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
if(!array_exists(oPC, "PRC_ItemsToUse"))
{
array_create(oPC, "PRC_ItemsToUse");
int nSlot;
for(nSlot = 0; nSlot < 14; nSlot++)
{
object oItem = GetItemInSlot(nSlot, oPC);
//only modify identified items
if(GetIsObjectValid(oItem)
&& GetIdentified(oItem))
{
AddChoice(GetName(oItem), array_get_size(oPC, "PRC_ItemsToUse"));
array_set_object(oPC, "PRC_ItemsToUse", array_get_size(oPC, "PRC_ItemsToUse"), oItem);
}
}
object oItem = GetFirstItemInInventory(oPC);
while(GetIsObjectValid(oItem))
{
//only modify identified items
if(GetIdentified(oItem))
{
AddChoice(GetName(oItem), array_get_size(oPC, "PRC_ItemsToUse"));
array_set_object(oPC, "PRC_ItemsToUse", array_get_size(oPC, "PRC_ItemsToUse"), oItem);
}
oItem = GetNextItemInInventory(oPC);
}
}
else
{
int i;
for(i=0;i<array_get_size(oPC, "PRC_ItemsToUse");i++)
{
object oItem = array_get_object(oPC, "PRC_ItemsToUse", i);
AddChoice(GetName(oItem), i);
}
}
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_EQUIPMENT_SIMPLE)
{
SetHeader("How do you wish to modify this item?");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Previous appearance", 1, oPC);
AddChoice("Next appearance", 2, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_EQUIPMENT_LAYERED)
{
SetHeader("How do you wish to modify this item?");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Previous appearance", 1, oPC);
AddChoice("Next appearance", 2, oPC);
AddChoice("Previous cloth1 color", 3, oPC);
AddChoice("Next cloth1 color", 4, oPC);
AddChoice("Previous cloth2 color", 5, oPC);
AddChoice("Next cloth2 color", 6, oPC);
AddChoice("Previous leather1 color",7, oPC);
AddChoice("Next leather1 color", 8, oPC);
AddChoice("Previous leather2 color",9, oPC);
AddChoice("Next leather2 color", 10, oPC);
AddChoice("Previous metal1 color", 11, oPC);
AddChoice("Next metal1 color", 12, oPC);
AddChoice("Previous metal2 color", 13, oPC);
AddChoice("Next metal2 color", 14, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_EQUIPMENT_COMPOSITE)
{
SetHeader("How do you wish to modify this item?");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
AddChoice("Previous bottom part appearance", 1, oPC);
AddChoice("Next bottom part appearance", 2, oPC);
AddChoice("Previous bottom part color", 3, oPC);
AddChoice("Next bottom part color", 4, oPC);
AddChoice("Previous middle part appearance", 5, oPC);
AddChoice("Next middle part appearance", 6, oPC);
AddChoice("Previous middle part color", 7, oPC);
AddChoice("Next middle part color", 8, oPC);
AddChoice("Previous top part appearance", 9, oPC);
AddChoice("Next top part appearance", 10, oPC);
AddChoice("Previous top part color", 11, oPC);
AddChoice("Next top part color", 12, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_EQUIPMENT_ARMOR)
{
SetHeader("How do you wish to modify this item?");
AddChoice("Return to previous step", CHOICE_RETURN_TO_PREVIOUS, oPC);
//cant change model yet
AddChoice("Previous cloth1 color", 3, oPC);
AddChoice("Next cloth1 color", 4, oPC);
AddChoice("Previous cloth2 color", 5, oPC);
AddChoice("Next cloth2 color", 6, oPC);
AddChoice("Previous leather1 color",7, oPC);
AddChoice("Next leather1 color", 8, oPC);
AddChoice("Previous leather2 color",9, oPC);
AddChoice("Next leather2 color", 10, oPC);
AddChoice("Previous metal1 color", 11, oPC);
AddChoice("Next metal1 color", 12, oPC);
AddChoice("Previous metal2 color", 13, oPC);
AddChoice("Next metal2 color", 14, oPC);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
}
// Do token setup
SetupTokens();
}
// End of conversation cleanup
else if(nValue == DYNCONV_EXITED)
{
// Add any locals set through this conversation
DeleteLocalInt(oPC, "BodypartToChange");
array_delete(oPC, "PRC_ItemsToUse");
DeleteLocalObject(oPC, "PRC_ItemToUse");
}
// Abort conversation cleanup.
// NOTE: This section is only run when the conversation is aborted
// while aborting is allowed. When it isn't, the dynconvo infrastructure
// handles restoring the conversation in a transparent manner
else if(nValue == DYNCONV_ABORTED)
{
// Add any locals set through this conversation
DeleteLocalInt(oPC, "BodypartToChange");
array_delete(oPC, "PRC_ItemsToUse");
DeleteLocalObject(oPC, "PRC_ItemToUse");
}
// Handle PC responses
else
{
// variable named nChoice is the value of the player's choice as stored when building the choice list
// variable named nStage determines the current conversation node
int nOldStage = nStage;
int nChoice = GetChoice(oPC);
if(nStage == STAGE_ENTRY)
{
if(nChoice == 1)
nStage = STAGE_APPEARANCE;
else if(nChoice == 2)
nStage = STAGE_HEAD;
else if(nChoice == 3)
nStage = STAGE_WINGS;
else if(nChoice == 4)
nStage = STAGE_TAIL;
else if(nChoice == 5)
nStage = STAGE_BODYPART;
else if(nChoice == 6)
nStage = STAGE_PORTRAIT;
else if(nChoice == 7)
nStage = STAGE_EQUIPMENT;
}
else if(nStage == STAGE_APPEARANCE)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
SetCreatureAppearanceType(oPC, nChoice);
}
else if(nStage == STAGE_HEAD)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
{
//need to regenerate the list so go lower disappears correctly
MarkStageNotSetUp(nStage, oPC);
if(nChoice == 1)
SetCreatureBodyPart(CREATURE_PART_HEAD, 1, oPC);
else if(nChoice == 2)
SetCreatureBodyPart(CREATURE_PART_HEAD, GetCreatureBodyPart(CREATURE_PART_HEAD, oPC)+1, oPC);
else if(nChoice == 3)
SetCreatureBodyPart(CREATURE_PART_HEAD, GetCreatureBodyPart(CREATURE_PART_HEAD, oPC)-1, oPC);
}
}
else if(nStage == STAGE_WINGS)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
SetCreatureWingType(nChoice, oPC);
}
else if(nStage == STAGE_TAIL)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
SetCreatureTailType(nChoice, oPC);
}
else if(nStage == STAGE_BODYPART)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
{
SetLocalInt(oPC, "BodypartToChange", nChoice);
nStage = STAGE_BODYPART_CHANGE;
}
}
else if(nStage == STAGE_BODYPART_CHANGE)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_BODYPART;
else
{
int nPart = GetLocalInt(oPC, "BodypartToChange");
if(nChoice == 1)
SetCreatureBodyPart(nPart, 1, oPC);
else if(nChoice == 2)
SetCreatureBodyPart(nPart, GetCreatureBodyPart(nPart, oPC)+1, oPC);
else if(nChoice == 3)
SetCreatureBodyPart(nPart, GetCreatureBodyPart(nPart, oPC)-1, oPC);
}
}
else if(nStage == STAGE_PORTRAIT)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
{
string sPortraitResRef = Get2DACache("portraits", "BaseResRef", nChoice);
sPortraitResRef = GetStringLeft(sPortraitResRef, GetStringLength(sPortraitResRef)-1); //trim the trailing _
SetPortraitResRef(oPC, sPortraitResRef);
SetPortraitId(oPC, nChoice);
}
}
else if(nStage == STAGE_EQUIPMENT)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
{
object oItem = array_get_object(oPC, "PRC_ItemsToUse", nChoice);
SetLocalObject(oPC, "PRC_ItemToUse", oItem);
//clean up the array so it regenerates properly
array_delete(oPC, "PRC_ItemsToUse");
int nBase = GetBaseItemType(oItem);
int nAppearType = StringToInt(Get2DACache("baseitems", "ModelType", nBase));
if(nAppearType == 0)
nStage = STAGE_EQUIPMENT_SIMPLE;
else if(nAppearType == 1)
nStage = STAGE_EQUIPMENT_LAYERED;
else if(nAppearType == 2)
nStage = STAGE_EQUIPMENT_COMPOSITE;
else if(nAppearType == 3)
nStage = STAGE_EQUIPMENT_ARMOR;
else
//something odd here
nStage = STAGE_ENTRY;
}
}
else if(nStage == STAGE_EQUIPMENT_SIMPLE
|| nStage == STAGE_EQUIPMENT_LAYERED
|| nStage == STAGE_EQUIPMENT_COMPOSITE
|| nStage == STAGE_EQUIPMENT_ARMOR)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
nStage = STAGE_ENTRY;
else
{
object oItem = GetLocalObject(oPC, "PRC_ItemToUse");
int nSlot = -1;
int i;
for(i = 0; i<14;i++)
{
if(GetItemInSlot(i, oPC) == oItem)
nSlot = i;
}
//move to limbo
object oChest = GetObjectByTag("HEARTOFCHAOS");
object oNewItem = CopyItem(oItem, oChest, TRUE);
DestroyObject(oNewItem);
if(nStage == STAGE_EQUIPMENT_SIMPLE)
{
if(nChoice == 1) //previous
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1)-1, TRUE);
else if(nChoice == 2) //next
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1)+1, TRUE);
}
else if(nStage == STAGE_EQUIPMENT_LAYERED)
{
if(nChoice == 1) //previous appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1)-1, TRUE);
else if(nChoice == 2) //next appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_SIMPLE_MODEL, -1)+1, TRUE);
else if(nChoice == 3) //previous cloth1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1)-1, TRUE);
else if(nChoice == 4) //next cloth1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1)+1, TRUE);
else if(nChoice == 5) //previous cloth2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2)-1, TRUE);
else if(nChoice == 6) //next cloth2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2)+1, TRUE);
else if(nChoice == 7) //previous leather1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1)-1, TRUE);
else if(nChoice == 8) //next leather1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1)+1, TRUE);
else if(nChoice == 9) //previous leather2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2)-1, TRUE);
else if(nChoice == 10) //next leather2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2)+1, TRUE);
else if(nChoice == 11) //previous metal1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1)-1, TRUE);
else if(nChoice == 12) //next metal1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1)+1, TRUE);
else if(nChoice == 13) //previous metal2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2)-1, TRUE);
else if(nChoice == 14) //next metal2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2)+1, TRUE);
}
else if(nStage == STAGE_EQUIPMENT_COMPOSITE)
{
if(nChoice == 1) //previous part 1 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM)-1, TRUE);
else if(nChoice == 2) //next part 1 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM)+1, TRUE);
else if(nChoice == 3) //previous part 1 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_BOTTOM,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_BOTTOM)-1, TRUE);
else if(nChoice == 4) //next part 1 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_BOTTOM,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_BOTTOM)+1, TRUE);
else if(nChoice == 5) //previous part 2 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_MIDDLE,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_MIDDLE)-1, TRUE);
else if(nChoice == 6) //next part 2 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_MIDDLE,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_MIDDLE)+1, TRUE);
else if(nChoice == 7) //previous part 2 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_MIDDLE,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_MIDDLE)-1, TRUE);
else if(nChoice == 8) //next part 2 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_MIDDLE,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_MIDDLE)+1, TRUE);
else if(nChoice == 9) //previous part 3 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_TOP,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_TOP)-1, TRUE);
else if(nChoice == 10) //next part 3 appearance
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_TOP,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_TOP)+1, TRUE);
else if(nChoice == 11) //previous part 3 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_TOP,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_TOP)-1, TRUE);
else if(nChoice == 12) //next part 3 color
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_TOP,
GetItemAppearance(oItem, ITEM_APPR_TYPE_WEAPON_COLOR, ITEM_APPR_WEAPON_COLOR_TOP)+1, TRUE);
}
else if(nStage == STAGE_EQUIPMENT_ARMOR)
{
//cant change model yet
if(nChoice == 3) //previous cloth1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1)-1, TRUE);
else if(nChoice == 4) //next cloth1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1)+1, TRUE);
else if(nChoice == 5) //previous cloth2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2)-1, TRUE);
else if(nChoice == 6) //next cloth2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2)+1, TRUE);
else if(nChoice == 7) //previous leather1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1)-1, TRUE);
else if(nChoice == 8) //next leather1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1)+1, TRUE);
else if(nChoice == 9) //previous leather2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2)-1, TRUE);
else if(nChoice == 10) //next leather2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2)+1, TRUE);
else if(nChoice == 11) //previous metal1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1)-1, TRUE);
else if(nChoice == 12) //next metal1
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1)+1, TRUE);
else if(nChoice == 13) //previous metal2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2)-1, TRUE);
else if(nChoice == 14) //next metal2
oNewItem = CopyItemAndModify(oNewItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2,
GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2)+1, TRUE);
}
//new appearance valid
if(GetIsObjectValid(oNewItem))
{
DestroyObject(oNewItem);
DestroyObject(oItem);
oNewItem = CopyItem(oNewItem, oPC, TRUE);
if(nSlot != -1)
AssignCommand(oPC, ActionEquipItem(oNewItem, nSlot));
//store the new version as the local item
//so it can be remodified
SetLocalObject(oPC, "PRC_ItemToUse", oNewItem);
}
}
}
if(nStage != nOldStage)
MarkStageNotSetUp(nStage, oPC);
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}
@@ -0,0 +1,4 @@
void main()
{
SignalEvent(OBJECT_SELF, EventUserDefined(500));
}
@@ -0,0 +1,4 @@
void main()
{
}
@@ -0,0 +1,4 @@
void main()
{
}
@@ -0,0 +1,173 @@
#include "prc_alterations"
#include "inc_eventhook"
#include "spawn_inc"
const int errorcode5fix = 999;
const int AREA_SETUP_EVENT_ID = 500;
const int AREA_CLEAR_EVENT_ID = 501;
void main()
{
int nEventID = GetUserDefinedEventNumber();
object oArea = OBJECT_SELF;
switch(nEventID)
{
case AREA_SETUP_EVENT_ID:
if(!GetLocalInt(oArea, "Spawned"))
{
SetLocalInt(oArea, "Spawned", TRUE);
object oTest = GetFirstObjectInArea(oArea);
while(GetIsObjectValid(oTest))
{
//randomize doors
if(GetObjectType(oTest) == OBJECT_TYPE_DOOR)
{
//all doors can be locked
SetLockLockable(oTest, TRUE);
//all doors are untrapped by default
SetTrapActive(oTest, FALSE);
SetTrapDetectable(oTest, FALSE);
object oPC = GetFirstPC();
while(GetIsObjectValid(oPC))
{
SetTrapDetectedBy(oTest, oPC, FALSE);
oPC = GetNextPC();
}
//hook in the respawning door stuff
AddEventScript(oTest, EVENT_DOOR_ONDAMAGED, "door_damaged", TRUE, FALSE);
AddEventScript(oTest, EVENT_DOOR_ONUSERDEFINED, "door_ud", TRUE, FALSE);
//hook in transitioning
AddEventScript(oTest, EVENT_DOOR_ONTRANSITION, "NW_G0_Transition", TRUE, FALSE);
//now the random part
/*
switch(Random(5))
{
//destroyed
case 0:
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(GetMaxHitPoints(oTest)-1), oTest);
break;
//opened
case 1:
if(Random(2))
AssignCommand(oTest, PlayAnimation(ANIMATION_DOOR_OPEN1));
else
AssignCommand(oTest, PlayAnimation(ANIMATION_DOOR_OPEN2));
break;
//locked
case 2:
SetLocked(oTest, TRUE);
}
*/
}
else if(GetObjectType(oTest) == OBJECT_TYPE_WAYPOINT
&& GetTag(oTest) == "encounter")
{
switch(Random(5))
{
//creatures
default:
case 0:
case 1:
case 2:
case 3:
case 4:
location lSpawn = GetLocation(oTest);
float fEL = GetLocalFloat(GetModule(), "QuestEL")-1.0;
int nRace = GetLocalInt(GetModule(), "QuestRace")-1;
int nSize;
object oPC = GetFirstPC();
while(GetIsObjectValid(oPC))
{
nSize++;
oPC = GetNextPC();
}
nSize += GetPRCSwitch(PRC_BONUS_COHORTS);
if(fEL < 0.0)
{
fEL = IntToFloat(GetECL(GetFirstPC()));
SetLocalFloat(GetModule(), "QuestEL", fEL+1.0);
}
if(nRace < 0)
{
int nPlayable;
while(!nPlayable)
{
nRace = Random(REG_RACE_MAX);
nPlayable = StringToInt(Get2DACache("racialtypes", "PlayerRace", nRace));
//check that the minimum ECL for that race is less than the players
int nMinECL = 1;
if(GetPRCSwitch(PRC_XP_USE_SIMPLE_LA))
nMinECL += StringToInt(Get2DACache("ECL", "LA", nRace));
if(GetPRCSwitch(PRC_XP_USE_SIMPLE_RACIAL_HD))
nMinECL += StringToInt(Get2DACache("ECL", "RaceHD", nRace));
if(IntToFloat(nMinECL) > fEL)
nPlayable = FALSE;
}
SetLocalInt(GetModule(), "QuestRace", nRace+1);
}
REG_SpawnEncounter(fEL, nSize, "", lSpawn, nRace, 0, -1.0);
break;
//traps
break;
}
}
oTest = GetNextObjectInArea(oArea);
}
}
break;
case AREA_CLEAR_EVENT_ID:
{
object oTest = GetFirstObjectInArea(oArea);
while(GetIsObjectValid(oTest))
{
//clean up stuff
if(!GetIsPC(oTest)
&& !GetPlotFlag(oTest)
&& GetObjectType(oTest) != OBJECT_TYPE_DOOR
&& GetObjectType(oTest) != OBJECT_TYPE_TRIGGER
&& GetObjectType(oTest) != OBJECT_TYPE_WAYPOINT
)
{
if(GetHasInventory(oTest))
{
object oTest2 = GetFirstItemInInventory(oTest);
while(GetIsObjectValid(oTest2))
{
if(GetHasInventory(oTest2))
{
object oTest3 = GetFirstItemInInventory(oTest2);
while(GetIsObjectValid(oTest3))
{
DestroyObject(oTest3);
oTest3 = GetNextItemInInventory(oTest2);
}
}
DestroyObject(oTest2);
oTest2 = GetNextItemInInventory(oTest);
}
DestroyObject(oTest2);
}
DestroyObject(oTest);
}
//respawn doors
if(GetObjectType(oTest) == OBJECT_TYPE_DOOR)
SignalEvent(oTest, EventUserDefined(500));
//destroy trigger traps as these must have come from trap kits
//or they may have been spawned
if(GetObjectType(oTest) == OBJECT_TYPE_TRIGGER
&& GetIsTrapped(oTest))
DestroyObject(oTest);
oTest = GetNextObjectInArea(oArea);
}
DeleteLocalInt(oArea, "Spawned");
DeleteLocalFloat(GetModule(), "QuestEL");
DeleteLocalInt(GetModule(), "QuestRace");
}
break;
}
}
@@ -0,0 +1,245 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="arena.are" type="ARE " version="V3.2" >
<struct id="-1" >
<element name="ID" type="5" value="-1" />
<element name="Creator_ID" type="5" value="-1" />
<element name="Version" type="4" value="4" />
<element name="Tag" type="10" value="Arena" />
<element name="Name" type="12" value="-1" >
<localString languageId="0" value="Arena" />
</element>
<element name="ResRef" type="11" value="arena" />
<element name="Comments" type="10" value="" />
<element name="Expansion_List" type="15" />
<element name="Flags" type="4" value="3" />
<element name="ModSpotCheck" type="5" value="0" />
<element name="ModListenCheck" type="5" value="0" />
<element name="MoonAmbientColor" type="4" value="14362660" />
<element name="MoonDiffuseColor" type="4" value="33023" />
<element name="MoonFogAmount" type="0" value="3" />
<element name="MoonFogColor" type="4" value="7091712" />
<element name="MoonShadows" type="0" value="0" />
<element name="SunAmbientColor" type="4" value="0" />
<element name="SunDiffuseColor" type="4" value="0" />
<element name="SunFogAmount" type="0" value="0" />
<element name="SunFogColor" type="4" value="0" />
<element name="SunShadows" type="0" value="0" />
<element name="IsNight" type="0" value="1" />
<element name="LightingScheme" type="0" value="20" />
<element name="ShadowOpacity" type="0" value="60" />
<element name="FogClipDist" type="8" value="45.0" />
<element name="SkyBox" type="0" value="0" />
<element name="DayNightCycle" type="0" value="0" />
<element name="ChanceRain" type="5" value="0" />
<element name="ChanceSnow" type="5" value="0" />
<element name="ChanceLightning" type="5" value="0" />
<element name="WindPower" type="5" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="PlayerVsPlayer" type="0" value="3" />
<element name="NoRest" type="0" value="0" />
<element name="Width" type="5" value="4" />
<element name="Height" type="5" value="4" />
<element name="OnEnter" type="11" value="" />
<element name="OnExit" type="11" value="arena_exit" />
<element name="OnHeartbeat" type="11" value="arena_hb" />
<element name="OnUserDefined" type="11" value="area_onud" />
<element name="Tileset" type="11" value="tii01" />
<element name="Tile_List" type="15" >
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="59" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="31" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="62" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="65" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="58" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="31" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="9" />
<element name="Tile_SrcLight2" type="0" value="9" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="61" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="9" />
<element name="Tile_SrcLight2" type="0" value="9" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="64" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="57" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="31" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="9" />
<element name="Tile_SrcLight2" type="0" value="9" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="60" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="31" />
<element name="Tile_MainLight2" type="0" value="31" />
<element name="Tile_SrcLight1" type="0" value="9" />
<element name="Tile_SrcLight2" type="0" value="9" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="63" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="31" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="31" />
<element name="Tile_SrcLight1" type="0" value="8" />
<element name="Tile_SrcLight2" type="0" value="8" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="3" />
<element name="Tile_Orientation" type="5" value="1" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="31" />
<element name="Tile_SrcLight1" type="0" value="9" />
<element name="Tile_SrcLight2" type="0" value="9" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,41 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="arena.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" >
<struct id="8" >
<element name="Comment" type="10" value="Iron Portcullis" />
</struct>
<struct id="8" >
<element name="Comment" type="10" value="Iron Portcullis" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="Placeable List" type="15" />
</struct>
</gff>
@@ -0,0 +1,198 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="arena.git" type="GIT " version="V3.2" >
<struct id="-1" >
<element name="AreaProperties" type="14" >
<struct id="100" >
<element name="AmbientSndDay" type="5" value="55" />
<element name="AmbientSndNight" type="5" value="55" />
<element name="AmbientSndDayVol" type="5" value="100" />
<element name="AmbientSndNitVol" type="5" value="100" />
<element name="EnvAudio" type="5" value="27" />
<element name="MusicBattle" type="5" value="71" />
<element name="MusicDay" type="5" value="12" />
<element name="MusicNight" type="5" value="12" />
<element name="MusicDelay" type="5" value="53000" />
</struct>
</element>
<element name="Creature List" type="15" />
<element name="Door List" type="15" >
<struct id="8" >
<element name="Tag" type="10" value="arenadoor" />
<element name="LocName" type="12" value="5349" >
<localString languageId="0" value="Arena Door" />
</element>
<element name="Description" type="12" value="9072" />
<element name="TemplateResRef" type="11" value="arenadoor" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="1" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="1" />
<element name="OpenLockDC" type="0" value="25" />
<element name="PortraitId" type="2" value="0" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="20" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="2" />
<element name="KeyName" type="10" value="ununlockable" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="0" />
<element name="HP" type="3" value="60" />
<element name="CurrentHP" type="3" value="60" />
<element name="Hardness" type="0" value="10" />
<element name="Fort" type="0" value="25" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="LinkedTo" type="10" value="" />
<element name="LinkedToFlags" type="0" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="GenericType" type="0" value="10" />
<element name="OnFailToOpen" type="11" value="" />
<element name="X" type="8" value="25.0" />
<element name="Y" type="8" value="28.31" />
<element name="Z" type="8" value="0.0" />
<element name="Bearing" type="8" value="-0.0" />
</struct>
<struct id="8" >
<element name="Tag" type="10" value="arenadoor" />
<element name="LocName" type="12" value="5349" >
<localString languageId="0" value="Arena Door" />
</element>
<element name="Description" type="12" value="9072" />
<element name="TemplateResRef" type="11" value="arenadoor" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="1" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="1" />
<element name="OpenLockDC" type="0" value="25" />
<element name="PortraitId" type="2" value="0" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="20" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="2" />
<element name="KeyName" type="10" value="ununlockable" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="0" />
<element name="HP" type="3" value="60" />
<element name="CurrentHP" type="3" value="60" />
<element name="Hardness" type="0" value="10" />
<element name="Fort" type="0" value="25" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="LinkedTo" type="10" value="" />
<element name="LinkedToFlags" type="0" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="GenericType" type="0" value="10" />
<element name="OnFailToOpen" type="11" value="" />
<element name="X" type="8" value="25.0" />
<element name="Y" type="8" value="1.71" />
<element name="Z" type="8" value="0.0" />
<element name="Bearing" type="8" value="-3.1415913" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Appearance" type="0" value="1" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="nw_waypoint001" />
<element name="Tag" type="10" value="wp_arena" />
<element name="LocalizedName" type="12" value="14817" />
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="1" />
<element name="XPosition" type="8" value="24.932539" />
<element name="YPosition" type="8" value="15.116313" />
<element name="ZPosition" type="8" value="0.19999847" />
<element name="XOrientation" type="8" value="-1.0" />
<element name="YOrientation" type="8" value="4.3312576E-7" />
</struct>
<struct id="5" >
<element name="Appearance" type="0" value="2" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="encounter" />
<element name="Tag" type="10" value="arenaencounter" />
<element name="LocalizedName" type="12" value="-1" >
<localString languageId="0" value="encounter" />
</element>
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="0" />
<element name="XPosition" type="8" value="25.027395" />
<element name="YPosition" type="8" value="3.5154767" />
<element name="ZPosition" type="8" value="-4.7683716E-7" />
<element name="XOrientation" type="8" value="0.0" />
<element name="YOrientation" type="8" value="1.0" />
</struct>
<struct id="5" >
<element name="Appearance" type="0" value="2" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="encounter" />
<element name="Tag" type="10" value="arenaencounter" />
<element name="LocalizedName" type="12" value="-1" >
<localString languageId="0" value="encounter" />
</element>
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="0" />
<element name="XPosition" type="8" value="25.036795" />
<element name="YPosition" type="8" value="26.115993" />
<element name="ZPosition" type="8" value="4.7683716E-7" />
<element name="XOrientation" type="8" value="-8.662515E-7" />
<element name="YOrientation" type="8" value="-1.0" />
</struct>
</element>
<element name="Placeable List" type="15" />
</struct>
</gff>
@@ -0,0 +1,22 @@
void main()
{
int nPCInArea = FALSE;
object oPC = GetFirstPC();
while(GetIsObjectValid(oPC) && !nPCInArea)
{
if(GetArea(oPC) == OBJECT_SELF)
{
nPCInArea = TRUE;
break;
}
oPC = GetNextPC();
}
if(!nPCInArea)
{
oPC = GetExitingObject();
int nScore = GetLocalInt(OBJECT_SELF, "Score");
DeleteLocalInt(OBJECT_SELF, "Score");
FloatingTextStringOnCreature("You scored : "+IntToString(nScore), oPC, TRUE);
SignalEvent(OBJECT_SELF, EventUserDefined(501));
}
}
@@ -0,0 +1,64 @@
#include "prc_alterations"
#include "reg_inc"
void main()
{
int nPCInArea = FALSE;
object oPC = GetFirstPC();
while(GetIsObjectValid(oPC) && !nPCInArea)
{
if(GetArea(oPC) == OBJECT_SELF)
{
nPCInArea = TRUE;
break;
}
oPC = GetNextPC();
}
DoDebug("nPCInArea = "+IntToString(nPCInArea));
if(!nPCInArea)
return;
//test if hostiles present
int nHostilesPresent;
object oTest = GetFirstObjectInArea(OBJECT_SELF);
while(GetIsObjectValid(oTest))
{
if(GetIsEnemy(oPC, oTest)
&& GetObjectType(oTest) == OBJECT_TYPE_CREATURE
&& !GetIsDead(oTest))
{
nHostilesPresent = TRUE;
break;
}
oTest = GetNextObjectInArea(OBJECT_SELF);
}
DoDebug("nHostilesPresent = "+IntToString(nHostilesPresent));
if(nHostilesPresent)
return;
//no enemies, spawn some
float fEL = IntToFloat(GetECL(oPC));
int nRace;
int nPlayable;
while(!nPlayable)
{
nRace = Random(REG_RACE_MAX);
nPlayable = StringToInt(Get2DACache("racialtypes", "PlayerRace", nRace));
//check that the minimum ECL for that race is less than the players
int nMinECL = 1;
if(GetPRCSwitch(PRC_XP_USE_SIMPLE_LA))
nMinECL += StringToInt(Get2DACache("ECL", "LA", nRace));
if(GetPRCSwitch(PRC_XP_USE_SIMPLE_RACIAL_HD))
nMinECL += StringToInt(Get2DACache("ECL", "RaceHD", nRace));
if(IntToFloat(nMinECL) > fEL)
nPlayable = FALSE;
}
int nSize;
oPC = GetFirstPC();
while(GetIsObjectValid(oPC))
{
nSize++;
oPC = GetNextPC();
}
nSize += GetPRCSwitch(PRC_BONUS_COHORTS);
location lSpawn = GetLocation(GetObjectByTag("arenaencounter", Random(2)));
REG_SpawnEncounter(fEL, nSize, "", lSpawn, nRace, 0, -1.0);
SetLocalInt(OBJECT_SELF, "Score", GetLocalInt(OBJECT_SELF, "Score")+1);
}
@@ -0,0 +1,61 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="arenadoor.utd" type="UTD " version="V3.2" >
<struct id="-1" >
<element name="Tag" type="10" value="arenadoor" />
<element name="LocName" type="12" value="5349" >
<localString languageId="0" value="Arena Door" />
</element>
<element name="Description" type="12" value="9072" />
<element name="TemplateResRef" type="11" value="arenadoor" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="1" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="1" />
<element name="OpenLockDC" type="0" value="25" />
<element name="PortraitId" type="2" value="0" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="20" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="2" />
<element name="KeyName" type="10" value="ununlockable" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="0" />
<element name="HP" type="3" value="60" />
<element name="CurrentHP" type="3" value="60" />
<element name="Hardness" type="0" value="10" />
<element name="Fort" type="0" value="25" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="x2_door_death" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="LinkedTo" type="10" value="" />
<element name="LinkedToFlags" type="0" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="GenericType" type="0" value="10" />
<element name="OnFailToOpen" type="11" value="" />
<element name="PaletteID" type="0" value="6" />
<element name="Comment" type="10" value="Iron Portcullis" />
</struct>
</gff>
@@ -0,0 +1,27 @@
#include "inc_constants"
/*
If a player leaves the grid area and he was the player currently in a game,
the game board is cleared and the game is reset.
If you wanted to play, why'd you leave the board, hm?
*/
void main()
{
object oPC = GetEnteringObject();
//Stop now if this isn't a player.
if (!GetIsPC(oPC))
return;
int nGridSize = GridSize();
object oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(nGridSize));
//If the names match, then clear the board.
//Duplicate names would bork this. Let's hope it doesn't happen.
if (GetLocalString(oStatCounter, "current_player") == GetName(oPC))
{
ExecuteScript("cnv_clearboard", oStatCounter);
}
}
@@ -0,0 +1,65 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="base_tile.utp" type="UTP " version="V3.2" >
<struct id="-1" >
<element name="Tag" type="10" value="Tile_" />
<element name="LocName" type="12" value="-1" >
<localString languageId="0" value="Tile" />
</element>
<element name="Description" type="12" value="-1" >
<localString languageId="0" value="What lies underneath...?" />
</element>
<element name="TemplateResRef" type="11" value="base_tile" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="0" />
<element name="PortraitId" type="2" value="387" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="0" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="29" />
<element name="HP" type="3" value="10" />
<element name="CurrentHP" type="3" value="10" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="5" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="mod_onuserdef" />
<element name="OnClick" type="11" value="" />
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="0" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="1" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="tile_onused" />
<element name="PaletteID" type="0" value="7" />
<element name="Comment" type="10" value="Base &quot;tile&quot; under which a mine resides, or whatever." />
</struct>
</gff>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,17 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="battlefield1442.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" />
<element name="Placeable List" type="15" />
</struct>
</gff>
@@ -0,0 +1,30 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="battlefield1442.git" type="GIT " version="V3.2" >
<struct id="-1" >
<element name="AreaProperties" type="14" >
<struct id="100" >
<element name="AmbientSndDay" type="5" value="62" />
<element name="AmbientSndNight" type="5" value="62" />
<element name="AmbientSndDayVol" type="5" value="90" />
<element name="AmbientSndNitVol" type="5" value="90" />
<element name="EnvAudio" type="5" value="8" />
<element name="MusicBattle" type="5" value="70" />
<element name="MusicDay" type="5" value="37" />
<element name="MusicNight" type="5" value="37" />
<element name="MusicDelay" type="5" value="30000" />
</struct>
</element>
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" />
<element name="Placeable List" type="15" />
</struct>
</gff>
@@ -0,0 +1,247 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="cheatinglistener.utc" type="UTC " version="V3.2" >
<struct id="-1" >
<element name="TemplateResRef" type="11" value="cheatinglistener" />
<element name="Race" type="0" value="6" />
<element name="FirstName" type="12" value="-1" >
<localString languageId="0" value="CheatingListener" />
</element>
<element name="LastName" type="12" value="-1" >
<localString languageId="0" value="" />
</element>
<element name="Appearance_Type" type="2" value="6" />
<element name="Gender" type="0" value="0" />
<element name="Phenotype" type="5" value="0" />
<element name="PortraitId" type="2" value="1051" />
<element name="Description" type="12" value="-1" />
<element name="Tag" type="10" value="CheatingListener" />
<element name="Conversation" type="11" value="" />
<element name="IsPC" type="0" value="0" />
<element name="FactionID" type="2" value="2" />
<element name="Disarmable" type="0" value="0" />
<element name="Subrace" type="10" value="" />
<element name="Deity" type="10" value="" />
<element name="Wings" type="0" value="0" />
<element name="Tail" type="0" value="0" />
<element name="SoundSetFile" type="2" value="256" />
<element name="Plot" type="0" value="0" />
<element name="IsImmortal" type="0" value="0" />
<element name="Interruptable" type="0" value="0" />
<element name="Lootable" type="0" value="0" />
<element name="NoPermDeath" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="StartingPackage" type="0" value="4" />
<element name="DecayTime" type="4" value="5000" />
<element name="ArmorPart_RFoot" type="0" value="1" />
<element name="BodyPart_LFoot" type="0" value="1" />
<element name="BodyPart_RShin" type="0" value="1" />
<element name="BodyPart_LShin" type="0" value="1" />
<element name="BodyPart_LThigh" type="0" value="1" />
<element name="BodyPart_RThigh" type="0" value="1" />
<element name="BodyPart_Pelvis" type="0" value="1" />
<element name="BodyPart_Torso" type="0" value="1" />
<element name="BodyPart_Belt" type="0" value="0" />
<element name="BodyPart_Neck" type="0" value="1" />
<element name="BodyPart_RFArm" type="0" value="1" />
<element name="BodyPart_LFArm" type="0" value="1" />
<element name="BodyPart_RBicep" type="0" value="1" />
<element name="BodyPart_LBicep" type="0" value="1" />
<element name="BodyPart_RShoul" type="0" value="0" />
<element name="BodyPart_LShoul" type="0" value="0" />
<element name="BodyPart_RHand" type="0" value="1" />
<element name="BodyPart_LHand" type="0" value="1" />
<element name="Appearance_Head" type="0" value="1" />
<element name="Color_Skin" type="0" value="1" />
<element name="Color_Hair" type="0" value="1" />
<element name="Color_Tattoo1" type="0" value="1" />
<element name="Color_Tattoo2" type="0" value="1" />
<element name="Str" type="0" value="16" />
<element name="Dex" type="0" value="13" />
<element name="Con" type="0" value="16" />
<element name="Int" type="0" value="10" />
<element name="Wis" type="0" value="10" />
<element name="Cha" type="0" value="9" />
<element name="WalkRate" type="5" value="4" />
<element name="NaturalAC" type="0" value="0" />
<element name="HitPoints" type="3" value="10" />
<element name="CurrentHitPoints" type="3" value="10" />
<element name="MaxHitPoints" type="3" value="13" />
<element name="refbonus" type="3" value="0" />
<element name="willbonus" type="3" value="0" />
<element name="fortbonus" type="3" value="0" />
<element name="GoodEvil" type="0" value="50" />
<element name="LawfulChaotic" type="0" value="50" />
<element name="ChallengeRating" type="8" value="0.5" />
<element name="CRAdjust" type="5" value="0" />
<element name="PerceptionRange" type="0" value="11" />
<element name="ScriptHeartbeat" type="11" value="" />
<element name="ScriptOnNotice" type="11" value="" />
<element name="ScriptSpellAt" type="11" value="" />
<element name="ScriptAttacked" type="11" value="" />
<element name="ScriptDamaged" type="11" value="" />
<element name="ScriptDisturbed" type="11" value="" />
<element name="ScriptEndRound" type="11" value="" />
<element name="ScriptDialogue" type="11" value="" />
<element name="ScriptSpawn" type="11" value="cheatlist_sp" />
<element name="ScriptRested" type="11" value="" />
<element name="ScriptDeath" type="11" value="" />
<element name="ScriptUserDefine" type="11" value="" />
<element name="ScriptOnBlocked" type="11" value="" />
<element name="SkillList" type="15" >
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="2" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="2" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="2" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="2" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
</element>
<element name="FeatList" type="15" >
<struct id="1" >
<element name="Feat" type="2" value="2" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="3" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="10" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2919" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2884" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="28" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2285" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="258" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="32" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4235" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4095" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4092" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="106" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="45" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="46" />
</struct>
</element>
<element name="TemplateList" type="15" />
<element name="SpecAbilityList" type="15" />
<element name="ClassList" type="15" >
<struct id="2" >
<element name="Class" type="5" value="4" />
<element name="ClassLevel" type="3" value="1" />
</struct>
</element>
<element name="Equip_ItemList" type="15" />
<element name="PaletteID" type="0" value="3" />
<element name="Comment" type="10" value="" />
</struct>
</gff>
@@ -0,0 +1,50 @@
/*
Gold 500
XP 501
XPSet 502
Lawful 503
Chaotic 504
Good 505
Evil 506
Neutral 507
LawfulSet 508
ChaoticSet 509
GoodSet 510
EvilSet 511
NeutralSet 512
*/
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), OBJECT_SELF);
SetListenPattern(OBJECT_SELF, "Gold *n", 500);
SetListenPattern(OBJECT_SELF, "GP *n", 500);
SetListenPattern(OBJECT_SELF, "Gold*n", 500);
SetListenPattern(OBJECT_SELF, "GP*n", 500);
SetListenPattern(OBJECT_SELF, "Experience *n", 501);
SetListenPattern(OBJECT_SELF, "XP *n", 501);
SetListenPattern(OBJECT_SELF, "Experience*n", 501);
SetListenPattern(OBJECT_SELF, "XP*n", 501);
SetListenPattern(OBJECT_SELF, "Set Experience *n", 502);
SetListenPattern(OBJECT_SELF, "Set XP *n", 502);
SetListenPattern(OBJECT_SELF, "Set Experience*n", 502);
SetListenPattern(OBJECT_SELF, "Set XP*n", 502);
SetListenPattern(OBJECT_SELF, "Lawful *n", 503);
SetListenPattern(OBJECT_SELF, "Law *n", 503);
SetListenPattern(OBJECT_SELF, "Lawful*n", 503);
SetListenPattern(OBJECT_SELF, "Law*n", 503);
SetListenPattern(OBJECT_SELF, "Chaotic *n", 504);
SetListenPattern(OBJECT_SELF, "Chaos *n", 504);
SetListenPattern(OBJECT_SELF, "Chaotic*n", 504);
SetListenPattern(OBJECT_SELF, "Chaos*n", 504);
SetListening(OBJECT_SELF, TRUE);
}
@@ -0,0 +1,59 @@
#include "inc_constants"
/*
cnv_clearboard.nss
Clears the gameboard, removing all tiles, marks and number points.
It's supposed to be called from a conversation, but can at some points be
called from other places... like when the player leaves the area.
This script is Executed onto the Statistics object.
*/
void main()
{
int nCol, nRow, i, nGridSize = GridSize();
object oTile, oOrigin = GetObjectByTag("WP_Origin_" + IntToString(nGridSize));
object oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(nGridSize));
string sXTag = "Mark_" + IntToString(nGridSize) + "_MineX";
string sNumberPointTag = "Mark_" + IntToString(nGridSize) + "_NumberPoint";
//Loop through all possible tiles on the gameboard. Destroy them
//if they're valid.
for (nCol = 1; nCol <= nGridSize; nCol++) //y coordinates
{
for (nRow = 1; nRow <= nGridSize; nRow++) //x coordinates
{
oTile = GetObjectByTag("Tile_" + IntToString(nGridSize) + "_" +
IntToString(nRow) + "_" + IntToString(nCol));
if (GetIsObjectValid(oTile))
{
DestroyObject(oTile);
}
}
}
//reuse oTile, to find and destroy all "X" marks left by mine explosions.
i = 0;
do
{
oTile = GetObjectByTag(sXTag, i++);
DestroyObject(oTile);
}while (GetIsObjectValid(oTile));
//reuse oTile, to find and destroy all 'number' marks
i = 0;
do
{
oTile = GetObjectByTag(sNumberPointTag, i++);
DestroyObject(oTile);
}while (GetIsObjectValid(oTile));
//and now, reset the local variable which affects the game status.
SetLocalInt(oStatCounter, "game_status", 0);
}
@@ -0,0 +1,39 @@
#include "inc_constants"
#include "nw_o0_itemmaker"
/*
Until I get my act together and write a proper intro, this script starts
Neversweeper from a lever.
~Gaia_Werewolf
*/
void main()
{
//Variables.
int nGridSize = GridSize();
string sGridSize = IntToString(nGridSize);
object oStatCounter = GetObjectByTag("StatisticsCounter_" + sGridSize);
if (GetLocalInt(oStatCounter, "game_status") < 0)
ExecuteScript("cnv_clearboard", oStatCounter);
//Some localint initialization.. to tell NWN a game has started.
SetLocalInt(oStatCounter, "game_status", (nGridSize * nGridSize));
//Record: Name of player and time the game started, for statistics
SetLocalString(oStatCounter, "current_player", GetName(GetPCSpeaker()));
SetLocalArrayInt(oStatCounter, "time", 1, GetCalendarYear());
SetLocalArrayInt(oStatCounter, "time", 2, GetCalendarMonth());
SetLocalArrayInt(oStatCounter, "time", 3, GetCalendarDay());
SetLocalArrayInt(oStatCounter, "time", 4, GetTimeHour());
SetLocalArrayInt(oStatCounter, "time", 5, GetTimeMinute());
SetLocalArrayInt(oStatCounter, "time", 6, GetTimeSecond());
//Update a custom token so anyone in a conversation sees the new game status.
SetCustomToken(StringToInt(sGridSize+sGridSize), "A game is currently running, played by "
+ GetLocalString(OBJECT_SELF, "current_player"));
//Aaand here we start setting up the board.
ExecuteScript("mod_startgame", oStatCounter);
}
@@ -0,0 +1,13 @@
//TRUE if a game recently ended, but the
//board isn't clear.
int StartingConditional()
{
if (GetLocalInt(OBJECT_SELF, "game_status") == -1 ||
GetLocalInt(OBJECT_SELF, "game_status") == -2)
{
return TRUE;
}
return FALSE;
}
@@ -0,0 +1,13 @@
//TRUE if a game is running.
int StartingConditional()
{
if (GetLocalInt(OBJECT_SELF, "game_status") != 0 &&
GetLocalInt(OBJECT_SELF, "game_status") != -1 &&
GetLocalInt(OBJECT_SELF, "game_status") != -2)
{
return TRUE;
}
return FALSE;
}
@@ -0,0 +1,13 @@
//TRUE if a game isn't running.
int StartingConditional()
{
if (GetLocalInt(OBJECT_SELF, "game_status") == 0 ||
GetLocalInt(OBJECT_SELF, "game_status") == -1 ||
GetLocalInt(OBJECT_SELF, "game_status") == -2)
{
return TRUE;
}
return FALSE;
}
@@ -0,0 +1,15 @@
//TRUE if the person in the conversation is the current player.
//this implies a game is running.
int StartingConditional()
{
if (GetLocalInt(OBJECT_SELF, "game_status") != 0 &&
GetLocalInt(OBJECT_SELF, "game_status") != -1 &&
GetLocalInt(OBJECT_SELF, "game_status") != -2 &&
GetLocalString(OBJECT_SELF, "current_player") == GetName(GetPCSpeaker()))
{
return TRUE;
}
return FALSE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 10.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 10);
return TRUE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 20.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 20);
return TRUE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 30.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 30);
return TRUE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 40.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 40);
return TRUE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 50.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 50);
return TRUE;
}
@@ -0,0 +1,9 @@
//Sets the number of mines for the next game to be 60.
//This is in a conditional script for synchronization purposes.
int StartingConditional()
{
SetLocalInt(OBJECT_SELF, "mine_amount", 60);
return TRUE;
}
@@ -0,0 +1,51 @@
#include "inc_constants"
/*
This function returns the number of mines present around a certain specific
location. It's a bit clunky for my tastes but I'm not quite sure how to do
it otherwise.
This is meant to be called by ExecuteScript, directly on a tile. This means
that the first two references to OBJECT_SELF are references to that tile.
*/
void main()
{
object oTile;
int xpos = GetLocalInt(OBJECT_SELF, "xpos");
int ypos = GetLocalInt(OBJECT_SELF, "ypos");
int nCol, nRow, nNumber = 0;
string sGridSize = IntToString(GridSize());
/* Okay, here's how it works. I have a central (x,y) position.
* I get EVERY one of the 8 tiles around it as oTile, look to see if oTile has a mine
* and if yes, increment nNumber by 1 (nNumber will be the return value at the end).
* Brief reminder, "mine_status" set to -1 denotes the presence of a mine.
*
* I retrieve oTile using the tile tag, which is the reason why unique tags with the
* (x,y) position written inside makes sense. The Grid size is also unique to a single
* area, so we can have games of different sizes running simultaneously and we can
* still retrieve the correct tile.
*
*/
for (nCol = ypos - 1; nCol <= (ypos + 1); nCol++)
{
for (nRow = xpos - 1; nRow <= (xpos + 1); nRow++)
{
if (nCol != ypos || nRow != xpos) //Gotcha! (nCol == ypos && nRow == xpos) is the middle position.
{ //We don't want to count it.
oTile = GetObjectByTag("Tile_" + sGridSize + "_" +
IntToString(nRow) + "_" + IntToString(nCol));
//Quick check to see if oTile is valid, it might not be if we're at the borders.
if (GetIsObjectValid(oTile))
{
if (GetLocalInt(oTile, "mine_status") == -1)
nNumber++;
}
}
}
}
SetLocalInt(OBJECT_SELF, "mine_status", nNumber);
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,821 @@
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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http://nwntools.sf.net/
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File diff suppressed because it is too large Load Diff
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http://nwntools.sf.net/
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@@ -0,0 +1,247 @@
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="1" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="2" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
<struct id="0" >
<element name="Rank" type="0" value="0" />
</struct>
</element>
<element name="FeatList" type="15" >
<struct id="1" >
<element name="Feat" type="2" value="2" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="3" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="10" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2919" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2884" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="28" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="2285" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="258" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="32" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4235" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4095" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="4092" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="106" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="45" />
</struct>
<struct id="1" >
<element name="Feat" type="2" value="46" />
</struct>
</element>
<element name="TemplateList" type="15" />
<element name="SpecAbilityList" type="15" />
<element name="ClassList" type="15" >
<struct id="2" >
<element name="Class" type="5" value="4" />
<element name="ClassLevel" type="3" value="1" />
</struct>
</element>
<element name="Equip_ItemList" type="15" />
</struct>
</element>
<element name="Door List" type="15" >
<struct id="8" >
<element name="Tag" type="10" value="CryptExit" />
<element name="LocName" type="12" value="5349" />
<element name="Description" type="12" value="-1" />
<element name="TemplateResRef" type="11" value="nw_door_ttr_14" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="0" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="18" />
<element name="PortraitId" type="2" value="0" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="15" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="109" />
<element name="HP" type="3" value="80" />
<element name="CurrentHP" type="3" value="80" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="16" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="x2_door_death" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="LinkedTo" type="10" value="" />
<element name="LinkedToFlags" type="0" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="GenericType" type="0" value="0" />
<element name="OnFailToOpen" type="11" value="" />
<element name="X" type="8" value="14.33" />
<element name="Y" type="8" value="7.63" />
<element name="Z" type="8" value="0.4" />
<element name="Bearing" type="8" value="-1.5707957" />
</struct>
<struct id="8" >
<element name="Tag" type="10" value="FenceDoor" />
<element name="LocName" type="12" value="5349" />
<element name="Description" type="12" value="-1" />
<element name="TemplateResRef" type="11" value="nw_door_ttr_10" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="0" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="18" />
<element name="PortraitId" type="2" value="0" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="15" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="110" />
<element name="HP" type="3" value="80" />
<element name="CurrentHP" type="3" value="80" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="16" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="x2_door_death" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="LinkedTo" type="10" value="" />
<element name="LinkedToFlags" type="0" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="GenericType" type="0" value="0" />
<element name="OnFailToOpen" type="11" value="" />
<element name="X" type="8" value="11.52" />
<element name="Y" type="8" value="30.24" />
<element name="Z" type="8" value="0.0" />
<element name="Bearing" type="8" value="-1.5707957" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" />
<element name="Placeable List" type="15" >
<struct id="9" >
<element name="Tag" type="10" value="EffectTesterPortal" />
<element name="LocName" type="12" value="5670" />
<element name="Description" type="12" value="14533" >
<localString languageId="0" value="A portal glows softly before you. You wonder where it leads." />
</element>
<element name="TemplateResRef" type="11" value="plc_portal003" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="0" />
<element name="PortraitId" type="2" value="826" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="0" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="391" />
<element name="HP" type="3" value="10" />
<element name="CurrentHP" type="3" value="10" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="5" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="VarTable" type="15" >
<struct id="0" >
<element name="Name" type="10" value="DestTag" />
<element name="Type" type="4" value="3" />
<element name="Value" type="10" value="WP_Start" />
</struct>
</element>
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="0" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="1" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="util_portal" />
<element name="X" type="8" value="7.4837008" />
<element name="Y" type="8" value="24.891384" />
<element name="Z" type="8" value="-5.1409006E-7" />
<element name="Bearing" type="8" value="0.7853982" />
</struct>
<struct id="9" >
<element name="Tag" type="10" value="PaintingonEasel" />
<element name="LocName" type="12" value="14701" >
<localString languageId="0" value="Effect Easel" />
</element>
<element name="Description" type="12" value="14700" />
<element name="TemplateResRef" type="11" value="plc_pntingeasel" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="18" />
<element name="PortraitId" type="2" value="433" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="15" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="75" />
<element name="HP" type="3" value="15" />
<element name="CurrentHP" type="3" value="15" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="16" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="VarTable" type="15" >
<struct id="0" >
<element name="Name" type="10" value="DynamicConvResRef" />
<element name="Type" type="4" value="3" />
<element name="Value" type="10" value="effecttestconv" />
</struct>
</element>
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="0" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="1" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="util_startdyncon" />
<element name="X" type="8" value="18.443317" />
<element name="Y" type="8" value="18.55534" />
<element name="Z" type="8" value="-8.389354E-6" />
<element name="Bearing" type="8" value="-2.9452424" />
</struct>
<struct id="9" >
<element name="Tag" type="10" value="PaintingonEasel" />
<element name="LocName" type="12" value="14701" >
<localString languageId="0" value="Appearance Changer" />
</element>
<element name="Description" type="12" value="14700" />
<element name="TemplateResRef" type="11" value="plc_pntingeasel" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="18" />
<element name="PortraitId" type="2" value="989" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="15" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="453" />
<element name="HP" type="3" value="15" />
<element name="CurrentHP" type="3" value="15" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="16" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="VarTable" type="15" >
<struct id="0" >
<element name="Name" type="10" value="DynamicConvResRef" />
<element name="Type" type="4" value="3" />
<element name="Value" type="10" value="appearconv" />
</struct>
</element>
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="0" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="1" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="util_startdyncon" />
<element name="X" type="8" value="8.504869" />
<element name="Y" type="8" value="13.592633" />
<element name="Z" type="8" value="0.0033402443" />
<element name="Bearing" type="8" value="-2.9452424" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,228 @@
//:://////////////////////////////////////////////
//:: Short description
//:: filename
//:://////////////////////////////////////////////
/** @file
Long description
@author Joe Random
@date Created - yyyy.mm.dd
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_dynconv"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_ENTRY = 0;
const int STAGE_BIOWARE_VISUAL_EFFECT = 10;
const int STAGE_SHADEGUY_SCRIPT_EFFECT = 20;
const int STAGE_GAONENG_SCRIPT_EFFECT = 30;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
//////////////////////////////////////////////////
/* Main function */
//////////////////////////////////////////////////
void AddVisualEffectList(int nMin, int nMax, int nInterval);
void AddVisualEffectList(int nMin, int nMax, int nInterval)
{
int i;
for(i=nMin; i<nMin+nInterval && i<nMax; i++)
{
string sLabel = Get2DACache("visualeffects", "Label", i);
string sType = Get2DACache("visualeffects", "Type_FD", i);
if(sType != "")
AddChoice(sLabel, i);
}
if(i<nMax)
DelayCommand(0.0, AddVisualEffectList(nMin+nInterval, nMax, nInterval));
}
void DrawScriptedEffect(int nID, object oTarget)
{
location lLoc = GetLocation(oTarget);
int nDurationType = DURATION_TYPE_INSTANT;
int nVFX = VFX_IMP_DOMINATE_S;
switch(nID)
{
case 1: DrawCircle( nDurationType, nVFX, lLoc, 5.0); break;
case 2: DrawSpiral( nDurationType, nVFX, lLoc, 5.0); break;
case 3: DrawSpring( nDurationType, nVFX, lLoc, 5.0); break;
case 4: DrawPolygon( nDurationType, nVFX, lLoc, 5.0); break;
case 5: DrawPolygonalSpiral( nDurationType, nVFX, lLoc, 5.0); break;
case 6: DrawPolygonalSpring( nDurationType, nVFX, lLoc, 5.0); break;
case 7: DrawPentacle( nDurationType, nVFX, lLoc, 5.0); break;
case 8: DrawPentaclicSpiral( nDurationType, nVFX, lLoc, 5.0); break;
case 9: DrawPentaclicSpring( nDurationType, nVFX, lLoc, 5.0); break;
case 10: DrawStar( nDurationType, nVFX, lLoc, 5.0, 10.0); break;
case 11: DrawStarSpiral( nDurationType, nVFX, lLoc, 5.0, 10.0); break;
case 12: DrawStarSpring( nDurationType, nVFX, lLoc, 5.0, 10.0); break;
case 13: DrawHemisphere( nDurationType, nVFX, lLoc, 5.0); break;
case 14: DrawSphere( nDurationType, nVFX, lLoc, 5.0); break;
}
}
void ApplyStandardEffect(int nID, object oTarget)
{
string sType = Get2DACache("visualeffects", "Type_FD", nID);
//fnf effect
if(sType == "F")
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(nID), GetLocation(oTarget));
else if(sType == "D")
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(nID), oTarget, 6.0);
else if(sType == "P")
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nID), oTarget);
else if(sType == "B")
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(nID, OBJECT_SELF, BODY_NODE_CHEST), oTarget, 6.0);
}
void main()
{
object oPC = GetPCSpeaker();
object oTarget = GetObjectByTag("EffectCreature");
/* Get the value of the local variable set by the conversation script calling
* this script. Values:
* DYNCONV_ABORTED Conversation aborted
* DYNCONV_EXITED Conversation exited via the exit node
* DYNCONV_SETUP_STAGE System's reply turn
* 0 Error - something else called the script
* Other The user made a choice
*/
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
// The stage is used to determine the active conversation node.
// 0 is the entry node.
int nStage = GetStage(oPC);
// Check which of the conversation scripts called the scripts
if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
return;
if(nValue == DYNCONV_SETUP_STAGE)
{
// Check if this stage is marked as already set up
// This stops list duplication when scrolling
if(!GetIsStageSetUp(nStage, oPC))
{
if(nStage == STAGE_ENTRY)
{
SetHeader("Select an effect category:");
AddChoice("Bioware effects", 1);
AddChoice("Gaoneng's Pentagrams & Summoning Circles", 2);
AddChoice("Shadguy's effects", 3);
AddChoice("apply a random effect", 4);
AddChoice("clear any lingering effects", -1);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_BIOWARE_VISUAL_EFFECT)
{
SetHeader("Select an effect:");
AddVisualEffectList(0, 600, 100);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_SHADEGUY_SCRIPT_EFFECT)
{
SetHeader("Select an effect:");
AddVisualEffectList(1000, 1400, 100);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_GAONENG_SCRIPT_EFFECT)
{
SetHeader("Select an effect:");
AddChoice("Circle", 1);
AddChoice("Spiral", 2);
AddChoice("Spring", 3);
AddChoice("Polygon", 4);
AddChoice("PolygonalSpiral", 5);
AddChoice("PolygonalSpring", 6);
AddChoice("Pentacle", 7);
AddChoice("PentaclicSpiral", 8);
AddChoice("PentaclicSpring", 9);
AddChoice("Star", 10);
AddChoice("StarSpiral", 11);
AddChoice("StarSpring", 12);
AddChoice("Hemisphere", 13);
AddChoice("Sphere", 14);
MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
}
// Do token setup
SetupTokens();
}
// End of conversation cleanup
else if(nValue == DYNCONV_EXITED)
{
// Add any locals set through this conversation
}
// Abort conversation cleanup.
// NOTE: This section is only run when the conversation is aborted
// while aborting is allowed. When it isn't, the dynconvo infrastructure
// handles restoring the conversation in a transparent manner
else if(nValue == DYNCONV_ABORTED)
{
// Add any locals set through this conversation
}
// Handle PC responses
else
{
// variable named nChoice is the value of the player's choice as stored when building the choice list
// variable named nStage determines the current conversation node
int nChoice = GetChoice(oPC);
if(nStage == STAGE_ENTRY)
{
if(nChoice == 1)
nStage = STAGE_BIOWARE_VISUAL_EFFECT;
else if(nChoice == 2)
nStage = STAGE_GAONENG_SCRIPT_EFFECT;
else if(nChoice == 3)
nStage = STAGE_SHADEGUY_SCRIPT_EFFECT;
else if(nChoice == 4)
{
//random
int nRandom = Random(3);
if(nRandom == 0
|| nRandom == 1)
{
int nVFX;
if(nRandom == 0)
nVFX = Random(580);
else if(nRandom == 1)
nVFX = Random(327)+1000;
ApplyStandardEffect(Random(14)+1, oTarget);
}
else
DrawScriptedEffect(nChoice, oTarget);
}
else if(nChoice == -1)
AssignCommand(oTarget, ForceRest(oTarget));
}
else if(nStage == STAGE_BIOWARE_VISUAL_EFFECT
|| nStage == STAGE_SHADEGUY_SCRIPT_EFFECT)
{
ApplyStandardEffect(nChoice, oTarget);
}
else if(nStage == STAGE_GAONENG_SCRIPT_EFFECT)
{
DrawScriptedEffect(nChoice, oTarget);
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}
@@ -0,0 +1,21 @@
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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<element name="Tile_AnimLoop3" type="0" value="0" />
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<struct id="1" >
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</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,153 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="ey_dpcon_erewood.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" >
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
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</struct>
<struct id="6" >
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</struct>
<struct id="6" >
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</struct>
<struct id="6" >
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</struct>
<struct id="6" >
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</struct>
</element>
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
</element>
<element name="Placeable List" type="15" >
<struct id="9" >
<element name="Comment" type="10" value="Bed - Bedding Rolls" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Campfire" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Boulder" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Stones" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Water Drip" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Dust Plume" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Altar / Shrine - Evil" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Magic Sparks - Purple" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Butterflies" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Grass Tuft" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Mushrooms" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Moss" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Plant Growth - Shrubs" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Sphinx Statue" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Campfire" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Bench / Pew" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Bench / Pew" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Normal" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Tree - Autumn" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Ivy" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Water Drip" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Portal" />
</struct>
</element>
</struct>
</gff>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,821 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="frostedpits.are" type="ARE " version="V3.2" >
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<element name="Version" type="4" value="12" />
<element name="Tag" type="10" value="Genesis" />
<element name="Name" type="12" value="-1" >
<localString languageId="0" value="Frosted Pits" />
</element>
<element name="ResRef" type="11" value="frostedpits" />
<element name="Comments" type="10" value="" />
<element name="Expansion_List" type="15" />
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<element name="IsNight" type="0" value="1" />
<element name="LightingScheme" type="0" value="20" />
<element name="ShadowOpacity" type="0" value="60" />
<element name="FogClipDist" type="8" value="45.0" />
<element name="SkyBox" type="0" value="0" />
<element name="DayNightCycle" type="0" value="0" />
<element name="ChanceRain" type="5" value="0" />
<element name="ChanceSnow" type="5" value="0" />
<element name="ChanceLightning" type="5" value="0" />
<element name="WindPower" type="5" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="PlayerVsPlayer" type="0" value="3" />
<element name="NoRest" type="0" value="0" />
<element name="Width" type="5" value="8" />
<element name="Height" type="5" value="8" />
<element name="OnEnter" type="11" value="" />
<element name="OnExit" type="11" value="" />
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<element name="Tile_ID" type="5" value="9" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="1" />
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<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="11" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="1" />
<element name="Tile_MainLight1" type="0" value="31" />
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<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
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<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="7" />
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<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,169 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="frostedpits.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" >
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
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</struct>
<struct id="4" >
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</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="Door List" type="15" >
<struct id="8" >
<element name="Comment" type="10" value="CaveExit" />
</struct>
<struct id="8" >
<element name="Comment" type="10" value="CaveExit" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" >
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
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<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" >
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
</element>
<element name="Placeable List" type="15" >
<struct id="9" >
<element name="Comment" type="10" value="Portal" />
</struct>
</element>
</struct>
</gff>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,821 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="frozentimes.are" type="ARE " version="V3.2" >
<struct id="-1" >
<element name="ID" type="5" value="-1" />
<element name="Creator_ID" type="5" value="-1" />
<element name="Version" type="4" value="7" />
<element name="Tag" type="10" value="Genesis" />
<element name="Name" type="12" value="-1" >
<localString languageId="0" value="Frozen Times" />
</element>
<element name="ResRef" type="11" value="frozentimes" />
<element name="Comments" type="10" value="" />
<element name="Expansion_List" type="15" />
<element name="Flags" type="4" value="4" />
<element name="ModSpotCheck" type="5" value="0" />
<element name="ModListenCheck" type="5" value="0" />
<element name="MoonAmbientColor" type="4" value="0" />
<element name="MoonDiffuseColor" type="4" value="5263440" />
<element name="MoonFogAmount" type="0" value="7" />
<element name="MoonFogColor" type="4" value="1973790" />
<element name="MoonShadows" type="0" value="0" />
<element name="SunAmbientColor" type="4" value="16711680" />
<element name="SunDiffuseColor" type="4" value="14079702" />
<element name="SunFogAmount" type="0" value="7" />
<element name="SunFogColor" type="4" value="12303291" />
<element name="SunShadows" type="0" value="0" />
<element name="IsNight" type="0" value="0" />
<element name="LightingScheme" type="0" value="9" />
<element name="ShadowOpacity" type="0" value="20" />
<element name="FogClipDist" type="8" value="45.0" />
<element name="SkyBox" type="0" value="5" />
<element name="DayNightCycle" type="0" value="1" />
<element name="ChanceRain" type="5" value="0" />
<element name="ChanceSnow" type="5" value="100" />
<element name="ChanceLightning" type="5" value="0" />
<element name="WindPower" type="5" value="2" />
<element name="LoadScreenID" type="2" value="0" />
<element name="PlayerVsPlayer" type="0" value="3" />
<element name="NoRest" type="0" value="0" />
<element name="Width" type="5" value="8" />
<element name="Height" type="5" value="8" />
<element name="OnEnter" type="11" value="" />
<element name="OnExit" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="Tileset" type="11" value="tti01" />
<element name="Tile_List" type="15" >
<struct id="1" >
<element name="Tile_ID" type="5" value="1" />
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<element name="Tile_Height" type="5" value="0" />
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<element name="Tile_SrcLight1" type="0" value="2" />
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<element name="Tile_AnimLoop3" type="0" value="1" />
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<struct id="1" >
<element name="Tile_ID" type="5" value="1" />
<element name="Tile_Orientation" type="5" value="2" />
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<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="19" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="19" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="24" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="15" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="29" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="29" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="31" />
<element name="Tile_Orientation" type="5" value="1" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,184 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="frozentimes.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" >
<struct id="4" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="4" >
<element name="Comment" type="10" value="Frost Giant, female" />
</struct>
</element>
<element name="Door List" type="15" >
<struct id="8" >
<element name="Comment" type="10" value="CaveExit" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" >
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
<struct id="6" >
<element name="PlayInToolset" type="0" value="1" />
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="Placeable List" type="15" >
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Dragon Skull" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Snowy Pine Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Stone patch" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Stone patch" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Stones" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Dead Tree" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Dust Plume" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="Portal" />
</struct>
</element>
</struct>
</gff>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,257 @@
#include "inc_constants"
#include "nw_o0_itemmaker"
#include "inc_campgnarrays"
/*
endgame.nss. Contains functions to end the game.
This script is on its own to prevent a possible TMI.. I'm not taking a risk there.
There are a few references to OBJECT_SELF, since this is called by ExecuteScript.
This is supposed to be executed on the Statistics counter.
*/
//Function prototypes
//Set the "game won" condition. Prevents all further actions until board
//has been reset
void WinGame();
//Set the "game lost" condition. Prevents all further actions until board
//has been reset. Also explodes all mines.
void LoseGame();
//Set the proper statistics for nice displaying.
// - oStatCounter: The object which will store the statistics.
void SetStatistics(object oCounter, int iWon);
//Private function - check where the current player's stats would be in the list
int GetStatsListPosition(int iSeconds);
//Private function - adds player to statistics list, at a certain position
void AddToStatsList(int iPos, string sPCName, int iSeconds);
//One variable that's REALLY global to this script.
int nGridSize = GridSize();
int MINE_AMOUNT = MineAmount(nGridSize);
//Function bodies
void main()
{
//This if...else block has a final else which should catch any potential errors.
//It should never have to fire, though.
if (GetLocalInt(OBJECT_SELF, "game_status") == -2)
DelayCommand(2.0, LoseGame());
else if (GetLocalInt(OBJECT_SELF, "game_status") == -1)
DelayCommand(2.0, WinGame());
else
SpeakString("ERROR in endgame.nss -> Endgame condition not satisfied");
}
void WinGame()
{
int nCol, nRow;
object oTile, oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(nGridSize));
effect eMineHere;
//Give a flag effect to all tiles that aren't flagged already!
for (nCol = 1; nCol <= nGridSize; nCol++) //y coordinates
{
for (nRow = 1; nRow <= nGridSize; nRow++) //x coordinates
{
oTile = GetObjectByTag("Tile_" + IntToString(nGridSize) + "_" +
IntToString(nRow) + "_" + IntToString(nCol));
if (GetIsObjectValid(oTile))
{
if (GetLocalInt(oTile, "mine_status") == -1) //tile has a mine
{
if (GetLocalInt(oTile, "tile_state") == 0) //but tile isn't flagged
{
eMineHere = SupernaturalEffect(EffectVisualEffect(VFX_DUR_FLAG_RED));
SetLocalInt(oTile, "tile_state", 2);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMineHere, oTile);
}
eMineHere = SupernaturalEffect(EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MAJOR));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMineHere, oTile);
}
}
}
}
SetStatistics(oStatCounter, 1);
}
void LoseGame()
{
int nCol, nRow;
location lTile;
object oTile, oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(nGridSize));
string sNewTag = "Mark_" + IntToString(nGridSize) + "_MineX";
//Explode all tiles that aren't exploded!
for (nCol = 1; nCol <= nGridSize; nCol++) //y coordinates
{
for (nRow = 1; nRow <= nGridSize; nRow++) //x coordinates
{
oTile = GetObjectByTag("Tile_" + IntToString(nGridSize) + "_" +
IntToString(nRow) + "_" + IntToString(nCol));
if (GetIsObjectValid(oTile))
{
if (GetLocalInt(oTile, "mine_status") == -1) //tile has a mine
{
if (GetLocalInt(oTile, "tile_state") == 0) //but tile isn't flagged - IMPORTANT
{ //if a mine has a flag, it doesn't go boom!
lTile = GetLocation(oTile);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_minex", lTile, FALSE, sNewTag);
DestroyObject(oTile);
effect eExplosion = EffectVisualEffect(VFX_FNF_FIREBALL);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplosion, lTile);
}
}
}
}
}
SetStatistics(oStatCounter, 0);
}
void SetStatistics(object oCounter, int iWon)
{
int iTemp, iSeconds;
string sWinnerName, sDB = "NeverSweeperDB";
string sNames = "WinnerList_Names_" + IntToString(nGridSize);
string sTime = "WinnerList_Time_" + IntToString(nGridSize);
sWinnerName = GetLocalString(oCounter, "current_player");
//Hey, for the heck of it... add the number of mines the player played with to his name.
sWinnerName += " (" + IntToString(MINE_AMOUNT) + " mines)";
//Update some local variables in a pseudoarray, to keep track of those last
//5 players who played on THIS grid
SetLocalArrayString(oCounter, "last_name_list", 5,
GetLocalArrayString(oCounter, "last_name_list", 4));
SetLocalArrayString(oCounter, "last_name_list", 4,
GetLocalArrayString(oCounter, "last_name_list", 3));
SetLocalArrayString(oCounter, "last_name_list", 3,
GetLocalArrayString(oCounter, "last_name_list", 2));
SetLocalArrayString(oCounter, "last_name_list", 2,
GetLocalArrayString(oCounter, "last_name_list", 1));
SetLocalArrayString(oCounter, "last_name_list", 1, sWinnerName);
//If the player didn't win, we just want to update the "last played" list.
if (!iWon)
return;
//Find the Hours, Seconds and minutes passed since started.
iSeconds = GetTimeSecond() - GetLocalArrayInt(oCounter, "time", 6);
iSeconds += (GetTimeMinute() * 60) - (GetLocalArrayInt(oCounter, "time", 5) * 60);
iSeconds += FloatToInt(HoursToSeconds(GetTimeHour())) -
FloatToInt(HoursToSeconds(GetLocalArrayInt(oCounter, "time", 4)));
//Find the days, months and years passed since started. Why? Just in case.
iTemp = GetCalendarDay() - GetLocalArrayInt(oCounter, "time", 3);
iSeconds += FloatToInt(HoursToSeconds(iTemp * 24));
iTemp = GetCalendarMonth() - GetLocalArrayInt(oCounter, "time", 2);
iSeconds += FloatToInt(HoursToSeconds(iTemp * 28 * 24));
iTemp = GetCalendarYear() - GetLocalArrayInt(oCounter, "time", 1);
iSeconds += FloatToInt(HoursToSeconds(iTemp * 12 * 28 * 24));
//Find what position in the high score table the current player would be
iTemp = GetStatsListPosition(iSeconds);
//if the position is 11, that means the player is OFF the list. Stop now.
if (iTemp == 11)
return;
AddToStatsList(iTemp, sWinnerName, iSeconds);
}
int GetStatsListPosition(int iSeconds)
{
int iTemp, i;
string sDB = "NeverSweeperDB";
string sNames = "WinnerList_Names_" + IntToString(nGridSize);
string sTime = "WinnerList_Time_" + IntToString(nGridSize);
/* Loop through the NeverSweeper database. At every position in our hiscore
list, check if the current player has a HIGHER score than the current position.
If he does, return that position.
If the loop doesn't return anything, the player isn't worthy of the list! :)
So 11 is returned at the bottom.
Note the if/else. The "else" will fire if we meet an empty entry in the database
-- if we meet that empty entry, we assume to automatically fill it.
*/
for (i = 1; i <= 10; i++)
{
if (GetCampaignArrayInt(sDB, sTime, i))
{
iTemp = 0 + (GetCampaignArrayInt(sDB, sTime, i));
if (iSeconds < iTemp)
return i;
}
else
return i;
}
return 11;
}
void AddToStatsList(int iPos, string sPCName, int iSeconds)
{
int i;
string sDB = "NeverSweeperDB";
string sNames = "WinnerList_Names_" + IntToString(nGridSize);
string sTime = "WinnerList_Time_" + IntToString(nGridSize);
//If we need to add the player to hi-score position 10, it's easy
if (iPos == 10)
{
SetCampaignArrayString(sDB, sNames, iPos, sPCName);
SetCampaignArrayInt(sDB, sTime, iPos, iSeconds);
return;
}
//Bit more complex. Loop from positions 9 to 1 in the DB array
// - if the position actually contains data, shift it down 1 position.
//This stops after we shifted away data at the position we plan to insert
//new data.
i = 9;
do {
if (GetCampaignArrayInt(sDB, sTime, i))
{
SetCampaignArrayString(sDB, sNames, (i + 1),
GetCampaignArrayString(sDB, sNames, i));
SetCampaignArrayInt(sDB, sTime, (i + 1),
GetCampaignArrayInt(sDB, sTime, i));
}
i--;
} while (i != iPos);
//Now insert the new high score.
SetCampaignArrayString(sDB, sNames, iPos, sPCName);
SetCampaignArrayInt(sDB, sTime, iPos, iSeconds);
}
@@ -0,0 +1,38 @@
/*
My own array functions, for storing integers and strings inside the campaign
database. Taken straight from nw_o0_itemmaker, and changed to make it set
campaign variables instead of Campaign ones.
*/
// * Array Functions
void SetCampaignArrayString(string sCampaignName, string sVarName, int nVarNum, string nValue);
string GetCampaignArrayString(string sCampaignName, string sVarName, int nVarNum);
void SetCampaignArrayInt(string sCampaignName, string sVarName, int nVarNum, int nValue);
int GetCampaignArrayInt(string sCampaignName, string sVarName, int nVarNum);
//Function bodies. See nw_o0_itemmaker for more info.
string GetCampaignArrayString(string sCampaignName, string sVarName, int nVarNum)
{
string sFullVarName = sVarName + IntToString(nVarNum) ;
return GetCampaignString(sCampaignName, sFullVarName);
}
void SetCampaignArrayString(string sCampaignName, string sVarName, int nVarNum, string nValue)
{
string sFullVarName = sVarName + IntToString(nVarNum) ;
SetCampaignString(sCampaignName, sFullVarName, nValue);
}
int GetCampaignArrayInt(string sCampaignName, string sVarName, int nVarNum)
{
string sFullVarName = sVarName + IntToString(nVarNum) ;
return GetCampaignInt(sCampaignName, sFullVarName);
}
void SetCampaignArrayInt(string sCampaignName, string sVarName, int nVarNum, int nValue)
{
string sFullVarName = sVarName + IntToString(nVarNum) ;
SetCampaignInt(sCampaignName, sFullVarName, nValue);
}
@@ -0,0 +1,18 @@
//Constants only. Lets me change stuff later.
//These two lines are DEPRECATED
//const int GRID_SIZE = 8;
//const int MINE_AMOUNT = 10;
int GridSize()
{
string sTemp = GetTag(GetArea(OBJECT_SELF));
sTemp = GetSubString(sTemp, 9, 2); //Example: "GameRoom_08x08" yields "08"
return StringToInt(sTemp);
}
int MineAmount(int iGridSizeNumber)
{
object oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(iGridSizeNumber));
return GetLocalInt(oStatCounter, "mine_amount");
}
@@ -0,0 +1,114 @@
#include "x0_i0_position"
#include "inc_constants"
/* This include has one purpose: a function which leaves behind a number from 1-8
* when a mine tile is destroyed. The reason I put this separately is for reuse is
* I have many grids, or at the VERY least to keep this separate visually.
*/
//Given a start location and a number between 1 and 8, CreateNumber will create a visual
//representation of a number, using dots (like dominoes) in a 1.25m radius around the
//center.
void CreateNumber(int nNumber, location lCenter);
void CreateNumber(int nNumber, location lCenter)
{
int nGridSize = GridSize();
string sNewTag = "Mark_" + IntToString(nGridSize) + "_NumberPoint";
location lTargetLocation;
float fAngle; //Hey, I can use fAngle as a control variable!
//nNumber should be between 1 and 8, NOTHING ELSE is acceptable in a square grid.
switch (nNumber)
{
/* In all the following case statements, here is the common behavior:
*
* nNumber is even: nNumber points created around center location
* nNumber is odd: nNumber-1 points created around center location, and 1 point
* created in the center. This is not quite like dominoes, but close
*/
case 1: CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lCenter, FALSE, sNewTag);
break;
case 2: fAngle = 45.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 180.0;
}
break;
case 3: fAngle = 45.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 180.0;
}
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lCenter, FALSE, sNewTag);
break;
case 4: fAngle = 45.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 90.0;
}
break;
case 5: fAngle = 45.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 90.0;
}
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lCenter, FALSE, sNewTag);
break;
case 6: fAngle = 30.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 60.0;
}
break;
case 7: fAngle = 30.0;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 60.0;
}
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lCenter, FALSE, sNewTag);
break;
case 8: fAngle = 22.5;
while (fAngle < 360.0)
{
lTargetLocation = GenerateNewLocationFromLocation(
lCenter, 0.5, fAngle, 0.0);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_numberpoint", lTargetLocation, FALSE, sNewTag);
fAngle += 45.0;
}
break;
default: return;
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,13 @@
void main()
{
object oArea;
int nEventID = GetLocalInt(OBJECT_SELF, "EventID");
oArea = GetObjectByTag("Quest1A");
SignalEvent(oArea, EventUserDefined(nEventID));
oArea = GetObjectByTag("Quest1B");
SignalEvent(oArea, EventUserDefined(nEventID));
oArea = GetObjectByTag("Quest1C");
SignalEvent(oArea, EventUserDefined(nEventID));
oArea = GetObjectByTag("Quest1D");
SignalEvent(oArea, EventUserDefined(nEventID));
}
@@ -0,0 +1,826 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="limbo001.are" type="ARE " version="V3.2" >
<struct id="-1" >
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<element name="Name" type="12" value="-1" >
<localString languageId="0" value="Limbo" />
</element>
<element name="ResRef" type="11" value="limbo001" />
<element name="Comments" type="10" >
<value><![CDATA[This are is used as storage location by various PRC systems. It should not be accessible to players under any circumstances.
This area is a part of the Player Resource Consortium pack.]]></value>
</element>
<element name="Expansion_List" type="15" />
<element name="Flags" type="4" value="4" />
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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http://nwntools.sf.net/
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<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="114" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="114" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="115" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="115" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="114" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="0" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="0" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="0" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,268 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="limboii.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
</element>
<element name="Placeable List" type="15" />
</struct>
</gff>
@@ -0,0 +1,431 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="limboii.git" type="GIT " version="V3.2" >
<struct id="-1" >
<element name="AreaProperties" type="14" >
<struct id="100" >
<element name="AmbientSndDay" type="5" value="92" />
<element name="AmbientSndNight" type="5" value="93" />
<element name="AmbientSndDayVol" type="5" value="32" />
<element name="AmbientSndNitVol" type="5" value="32" />
<element name="EnvAudio" type="5" value="89" />
<element name="MusicBattle" type="5" value="57" />
<element name="MusicDay" type="5" value="58" />
<element name="MusicNight" type="5" value="58" />
<element name="MusicDelay" type="5" value="90000" />
</struct>
</element>
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Appearance" type="0" value="1" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="nw_waypoint001" />
<element name="Tag" type="10" value="spawn_temp_0" />
<element name="LocalizedName" type="12" value="14817" />
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="1" />
<element name="XPosition" type="8" value="2.1074219" />
<element name="YPosition" type="8" value="1.8450282" />
<element name="ZPosition" type="8" value="2.3841858E-6" />
<element name="XOrientation" type="8" value="0.0" />
<element name="YOrientation" type="8" value="1.0" />
</struct>
<struct id="5" >
<element name="Appearance" type="0" value="1" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="nw_waypoint001" />
<element name="Tag" type="10" value="spawn_temp_1" />
<element name="LocalizedName" type="12" value="14817" />
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="1" />
<element name="XPosition" type="8" value="1.5218048" />
<element name="YPosition" type="8" value="22.098253" />
<element name="ZPosition" type="8" value="0.010873795" />
<element name="XOrientation" type="8" value="0.0" />
<element name="YOrientation" type="8" value="1.0" />
</struct>
<struct id="5" >
<element name="Appearance" type="0" value="1" />
<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="nw_waypoint001" />
<element name="Tag" type="10" value="spawn_temp_2" />
<element name="LocalizedName" type="12" value="14817" />
<element name="Description" type="12" value="-1" />
<element name="HasMapNote" type="0" value="0" />
<element name="MapNote" type="12" value="-1" />
<element name="MapNoteEnabled" type="0" value="1" />
<element name="XPosition" type="8" value="1.9267268" />
<element name="YPosition" type="8" value="40.95484" />
<element name="ZPosition" type="8" value="-5.722046E-6" />
<element name="XOrientation" type="8" value="0.0" />
<element name="YOrientation" type="8" value="1.0" />
</struct>
<struct id="5" >
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<element name="LinkedTo" type="10" value="" />
<element name="TemplateResRef" type="11" value="nw_waypoint001" />
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</gff>
@@ -0,0 +1,169 @@
//::///////////////////////////////////////////////
//:: Name listener_conv
//:: Copyright (c) 2005
//:://////////////////////////////////////////////
/*
Modified spawn script, includes PRC
and listen patterns
*/
//:://////////////////////////////////////////////
//:: Created By: Flaming_Sword
//:: Created On: Oct 9, 2005
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_ecl"
#include "inc_utility"
#include "nw_i0_plot"
void Align(object oShouter, int nAlign, int nNewAlign, int nAlignment1, int nAlignment2)
{
int nAlignment, nShift;
while(nAlign != nNewAlign)
{
nAlignment = nAlignment1;
nShift = nNewAlign - nAlign;
if(nShift < 0)
{
nAlignment = nAlignment2;
nShift = 0 - nShift;
}
AdjustAlignment(oShouter, nAlignment, nShift);
nAlign = (nAlignment1 == ALIGNMENT_GOOD) ? GetGoodEvilValue(oShouter) : GetLawChaosValue(oShouter);
}
return;
}
void main()
{
int nMatch = GetListenPatternNumber();
int nLevel, nXP, nAlign, nNewAlign, nShift, nAlignment, nSpell, nVis;
object oShouter = GetLastSpeaker();
int nHD = GetHitDice(oShouter);
float nXPf;
//SendMessageToPC(oShouter, IntToString(nMatch)); //DEBUGGING
switch(nMatch)
{
case 5000:
{
nLevel = StringToInt(GetMatchedSubstring(1));
if((nLevel > 0) && (nLevel <= 40))
{
nXPf = IntToFloat(GetXP(oShouter));
nHD = FloatToInt((1 + (sqrt(1 + (nXPf / 125)))) / 2);
nSpell = (nLevel >= nHD) ? SPELL_AID : SPELL_ENERGY_DRAIN;
nVis = (nLevel >= nHD) ? VFX_IMP_HOLY_AID : VFX_IMP_REDUCE_ABILITY_SCORE;
//ActionCastFakeSpellAtObject(nSpell, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVis), oShouter));
ActionDoCommand(SetXP(oShouter, nLevel * (nLevel - 1) * 500));
SetPersistantLocalInt(oShouter, sXP_AT_LAST_HEARTBEAT, nLevel*(nLevel-1)*500);
}
}
break;
case 5001:
{
//ActionCastFakeSpellAtObject(SPELL_MORDENKAINENS_DISJUNCTION, oShouter);
nXP = GetXP(oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_DISJUNCTION), oShouter));
ActionDoCommand(SetXP(oShouter, 0));
ActionDoCommand(SetXP(oShouter, nXP));
}
break;
case 5002:
{
nAlign = GetGoodEvilValue(oShouter);
nNewAlign = StringToInt(GetMatchedSubstring(1));
nShift = nNewAlign - nAlign;
nSpell = (nShift < 0) ? SPELL_HARM : SPELL_HEAL;
nVis = (nShift < 0) ? VFX_IMP_HARM : VFX_IMP_HEALING_X;
if((nNewAlign >= 0) && (nNewAlign <= 100))
{
//ActionCastFakeSpellAtObject(nSpell, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVis), oShouter));
ActionDoCommand(Align(oShouter, nAlign, nNewAlign, ALIGNMENT_GOOD, ALIGNMENT_EVIL));
}
}
break;
case 5003:
{
nAlign = GetLawChaosValue(oShouter);
nNewAlign = StringToInt(GetMatchedSubstring(1));
nShift = nNewAlign - nAlign;
nSpell = (nShift < 0) ? SPELL_HARM : SPELL_HEAL;
nVis = (nShift < 0) ? VFX_IMP_HARM : VFX_IMP_HEALING_X;
if((nNewAlign >= 0) && (nNewAlign <= 100))
{
//ActionCastFakeSpellAtObject(nSpell, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVis), oShouter));
ActionDoCommand(Align(oShouter, nAlign, nNewAlign, ALIGNMENT_LAWFUL, ALIGNMENT_CHAOTIC));
}
}
break;
case 5004:
{
//ActionCastFakeSpellAtObject(SPELL_PROTECTION_FROM_EVIL, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_GOOD_HELP), oShouter));
ActionDoCommand(GiveGoldToCreature(oShouter, StringToInt(GetMatchedSubstring(1))));
}
break;
case 5005:
{
string sShop = GetMatchedSubstring(1);
object oShop = GetObjectByTag(sShop);
if(GetIsObjectValid(oShop))
gplotAppraiseOpenStore(oShop, oShouter);
}
break;
case 5006:
{
//ActionCastFakeSpellAtObject(SPELL_CALL_LIGHTNING, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_M), oShouter));
int i;
object oItem;
for(i = 0; i < NUM_INVENTORY_SLOTS; i++)
{
oItem = GetItemInSlot(i, oShouter);
if(GetItemCharges(oItem))
SetItemCharges(oItem, 50);
}
oItem = GetFirstItemInInventory(oShouter);
while(GetIsObjectValid(oItem))
{
if(GetItemCharges(oItem))
SetItemCharges(oItem, 50);
oItem = GetNextItemInInventory(oShouter);
}
}
break;
case 5007:
{
//ActionCastFakeSpellAtObject(SPELL_NATURES_BALANCE, oShouter);
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_NATURES_BALANCE), oShouter));
ActionDoCommand(GiveXPToCreature(oShouter, StringToInt(GetMatchedSubstring(1))));
SetPersistantLocalInt(oShouter, sXP_AT_LAST_HEARTBEAT,
GetPersistantLocalInt(oShouter, sXP_AT_LAST_HEARTBEAT)+StringToInt(GetMatchedSubstring(1)));
}
break;
default:
{
}
break;
}
// Execute scripts hooked to this event for the NPC triggering it
ExecuteAllScriptsHookedToEvent(OBJECT_SELF, EVENT_NPC_ONCONVERSATION);
}
@@ -0,0 +1,41 @@
//::///////////////////////////////////////////////
//:: Name listener_spawn
//:: Copyright (c) 2005
//:://////////////////////////////////////////////
/*
Modified spawn script, includes PRC
and listen patterns
*/
//:://////////////////////////////////////////////
//:: Created By: Flaming_Sword
//:: Created On: Oct 9, 2005
//:://////////////////////////////////////////////
void main()
{
//Shout Listen Patterns
SetListenPattern(OBJECT_SELF, "(lvl|level) *n", 5000);
SetListenPattern(OBJECT_SELF, "(gp|gold) *n", 5004);
SetListenPattern(OBJECT_SELF, "reset (levels|me)", 5001);
SetListenPattern(OBJECT_SELF, "(ge|good(|/| )evil) *n", 5002);
SetListenPattern(OBJECT_SELF, "(lc|(law|lawful)(|/| )(chaos|chaotic)) *n", 5003);
//SetListenPattern(OBJECT_SELF, "shop *a", 5005);
SetListenPattern(OBJECT_SELF, "(recharge|recharge me)", 5006);
SetListenPattern(OBJECT_SELF, "(xp|experience|exp) *n", 5007);
//SetListenPattern(OBJECT_SELF, "**", 6000);
SetListening(OBJECT_SELF, TRUE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), OBJECT_SELF);
}
@@ -0,0 +1,161 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="lobby.are" type="ARE " version="V3.2" >
<struct id="-1" >
<element name="ID" type="5" value="-1" />
<element name="Creator_ID" type="5" value="-1" />
<element name="Version" type="4" value="11" />
<element name="Tag" type="10" value="Lobby" />
<element name="Name" type="12" value="-1" >
<localString languageId="0" value="Neversweeper Lobby" />
</element>
<element name="ResRef" type="11" value="lobby" />
<element name="Comments" type="10" value="" />
<element name="Expansion_List" type="15" />
<element name="Flags" type="4" value="1" />
<element name="ModSpotCheck" type="5" value="0" />
<element name="ModListenCheck" type="5" value="0" />
<element name="MoonAmbientColor" type="4" value="3947580" />
<element name="MoonDiffuseColor" type="4" value="11184810" />
<element name="MoonFogAmount" type="0" value="5" />
<element name="MoonFogColor" type="4" value="0" />
<element name="MoonShadows" type="0" value="0" />
<element name="SunAmbientColor" type="4" value="0" />
<element name="SunDiffuseColor" type="4" value="0" />
<element name="SunFogAmount" type="0" value="0" />
<element name="SunFogColor" type="4" value="0" />
<element name="SunShadows" type="0" value="0" />
<element name="IsNight" type="0" value="1" />
<element name="LightingScheme" type="0" value="12" />
<element name="ShadowOpacity" type="0" value="60" />
<element name="FogClipDist" type="8" value="60.0" />
<element name="SkyBox" type="0" value="0" />
<element name="DayNightCycle" type="0" value="0" />
<element name="ChanceRain" type="5" value="0" />
<element name="ChanceSnow" type="5" value="0" />
<element name="ChanceLightning" type="5" value="0" />
<element name="WindPower" type="5" value="0" />
<element name="LoadScreenID" type="2" value="0" />
<element name="PlayerVsPlayer" type="0" value="3" />
<element name="NoRest" type="0" value="0" />
<element name="Width" type="5" value="3" />
<element name="Height" type="5" value="3" />
<element name="OnEnter" type="11" value="" />
<element name="OnExit" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="Tileset" type="11" value="tic01" />
<element name="Tile_List" type="15" >
<struct id="1" >
<element name="Tile_ID" type="5" value="116" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="30" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="3" />
<element name="Tile_SrcLight2" type="0" value="3" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="95" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="11" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="0" />
<element name="Tile_AnimLoop2" type="0" value="0" />
<element name="Tile_AnimLoop3" type="0" value="0" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="116" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="4" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="3" />
<element name="Tile_SrcLight2" type="0" value="3" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="95" />
<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="7" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="0" />
<element name="Tile_AnimLoop2" type="0" value="0" />
<element name="Tile_AnimLoop3" type="0" value="0" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="9" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="95" />
<element name="Tile_Orientation" type="5" value="1" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="15" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="0" />
<element name="Tile_AnimLoop2" type="0" value="0" />
<element name="Tile_AnimLoop3" type="0" value="0" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="116" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="14" />
<element name="Tile_SrcLight1" type="0" value="3" />
<element name="Tile_SrcLight2" type="0" value="3" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="95" />
<element name="Tile_Orientation" type="5" value="2" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="27" />
<element name="Tile_MainLight2" type="0" value="0" />
<element name="Tile_SrcLight1" type="0" value="0" />
<element name="Tile_SrcLight2" type="0" value="0" />
<element name="Tile_AnimLoop1" type="0" value="0" />
<element name="Tile_AnimLoop2" type="0" value="0" />
<element name="Tile_AnimLoop3" type="0" value="0" />
</struct>
<struct id="1" >
<element name="Tile_ID" type="5" value="116" />
<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="0" />
<element name="Tile_MainLight2" type="0" value="13" />
<element name="Tile_SrcLight1" type="0" value="2" />
<element name="Tile_SrcLight2" type="0" value="2" />
<element name="Tile_AnimLoop1" type="0" value="1" />
<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,112 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="lobby.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" />
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" >
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="1" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="WaypointList" type="15" >
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="5" >
<element name="Comment" type="10" >
<value><![CDATA[This is the default waypoint you may place to set a patrol path for a creature or NPC.
1. Create the creature and either use its current Tag or fill in a new one.
2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.
3. Place a series of waypoints along the route you wish the creature to walk.
4. Select all of the newly created waypoints and right click. Choose the Create Set option.
5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.]]></value>
</element>
</struct>
</element>
<element name="Placeable List" type="15" >
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" >
<value><![CDATA[NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset.
]]></value>
</element>
</struct>
<struct id="9" >
<element name="Comment" type="10" >
<value><![CDATA[NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset.
]]></value>
</element>
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" >
<value><![CDATA[NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset.
]]></value>
</element>
</struct>
<struct id="9" >
<element name="Comment" type="10" >
<value><![CDATA[NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset.
]]></value>
</element>
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
<struct id="9" >
<element name="Comment" type="10" value="" />
</struct>
</element>
</struct>
</gff>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,65 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="mark_minex.utp" type="UTP " version="V3.2" >
<struct id="-1" >
<element name="Tag" type="10" value="Mark_MineX" />
<element name="LocName" type="12" value="-1" >
<localString languageId="0" value="&quot;X&quot; marks the spot." />
</element>
<element name="Description" type="12" value="-1" >
<localString languageId="0" value="A mine wuz &apos;ere." />
</element>
<element name="TemplateResRef" type="11" value="mark_minex" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="0" />
<element name="PortraitId" type="2" value="864" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="0" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="414" />
<element name="HP" type="3" value="10" />
<element name="CurrentHP" type="3" value="10" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="5" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="1" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="0" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="" />
<element name="PaletteID" type="0" value="7" />
<element name="Comment" type="10" value="Bomb marking, if it blows up." />
</struct>
</gff>
@@ -0,0 +1,65 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="mark_numberpoint.utp" type="UTP " version="V3.2" >
<struct id="-1" >
<element name="Tag" type="10" value="Mark_NumberPoint" />
<element name="LocName" type="12" value="-1" >
<localString languageId="0" value="NumberPoint" />
</element>
<element name="Description" type="12" value="-1" >
<localString languageId="0" value="Part of a greater thing..." />
</element>
<element name="TemplateResRef" type="11" value="mark_numberpoint" />
<element name="AutoRemoveKey" type="0" value="0" />
<element name="CloseLockDC" type="0" value="0" />
<element name="Conversation" type="11" value="" />
<element name="Interruptable" type="0" value="1" />
<element name="Faction" type="4" value="1" />
<element name="Plot" type="0" value="1" />
<element name="KeyRequired" type="0" value="0" />
<element name="Lockable" type="0" value="0" />
<element name="Locked" type="0" value="0" />
<element name="OpenLockDC" type="0" value="0" />
<element name="PortraitId" type="2" value="850" />
<element name="TrapDetectable" type="0" value="1" />
<element name="TrapDetectDC" type="0" value="0" />
<element name="TrapDisarmable" type="0" value="1" />
<element name="DisarmDC" type="0" value="0" />
<element name="TrapFlag" type="0" value="0" />
<element name="TrapOneShot" type="0" value="1" />
<element name="TrapType" type="0" value="0" />
<element name="KeyName" type="10" value="" />
<element name="AnimationState" type="0" value="0" />
<element name="Appearance" type="4" value="402" />
<element name="HP" type="3" value="10" />
<element name="CurrentHP" type="3" value="10" />
<element name="Hardness" type="0" value="5" />
<element name="Fort" type="0" value="5" />
<element name="Ref" type="0" value="0" />
<element name="Will" type="0" value="0" />
<element name="OnClosed" type="11" value="" />
<element name="OnDamaged" type="11" value="" />
<element name="OnDeath" type="11" value="" />
<element name="OnDisarm" type="11" value="" />
<element name="OnHeartbeat" type="11" value="" />
<element name="OnLock" type="11" value="" />
<element name="OnMeleeAttacked" type="11" value="" />
<element name="OnOpen" type="11" value="" />
<element name="OnSpellCastAt" type="11" value="" />
<element name="OnTrapTriggered" type="11" value="" />
<element name="OnUnlock" type="11" value="" />
<element name="OnUserDefined" type="11" value="" />
<element name="OnClick" type="11" value="" />
<element name="HasInventory" type="0" value="0" />
<element name="BodyBag" type="0" value="0" />
<element name="Static" type="0" value="1" />
<element name="Type" type="0" value="0" />
<element name="Useable" type="0" value="0" />
<element name="OnInvDisturbed" type="11" value="" />
<element name="OnUsed" type="11" value="" />
<element name="PaletteID" type="0" value="7" />
<element name="Comment" type="10" value="This placeable, possibly combined with others, acts as a visual representation of a number (much like dominoes)." />
</struct>
</gff>
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_onactivate", OBJECT_SELF);
ExecuteScript("x2_mod_def_act", OBJECT_SELF);
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_onaquire", OBJECT_SELF);
ExecuteScript("x2_mod_def_aqu", OBJECT_SELF);
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_oncutabort", OBJECT_SELF);
ExecuteScript("tetris_abort", OBJECT_SELF);
}
@@ -0,0 +1,17 @@
#include "nw_i0_plot"
void Respawn(object oPlayer)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer);
RemoveEffects(oPlayer);
AssignCommand(oPlayer, ActionJumpToLocation(GetStartingLocation()));
}
void main()
{
ExecuteScript("prc_ondeath", OBJECT_SELF);
object oPlayer = GetLastPlayerDied();
DelayCommand(15.0, Respawn(oPlayer));
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_ondying", OBJECT_SELF);
ExecuteScript("nw_o0_dying", OBJECT_SELF);
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_onenter", OBJECT_SELF);
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_equip", OBJECT_SELF);
ExecuteScript("x2_mod_def_equ", OBJECT_SELF);
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_onleave", OBJECT_SELF);
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_onheartbeat", OBJECT_SELF);
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_levelup", OBJECT_SELF);
}
@@ -0,0 +1,20 @@
#include "reg_inc"
#include "rig_inc"
#include "spawn_inc"
#include "rng_inc"
void main()
{
ExecuteScript("prc_onmodload", OBJECT_SELF);
if(GetLocalInt(OBJECT_SELF, "ModLoadDone"))
return;
SetLocalInt(OBJECT_SELF, "ModLoadDone", TRUE);
DelayCommand(1.0, REG_DoSetup());
DelayCommand(2.0, RIG_DoSetup());
DelayCommand(3.0, RNG_SetupNameList(""));
DelayCommand(4.0, ProcessSpawnQueue());
ExecuteScript("x2_mod_def_load", OBJECT_SELF);
SetModuleXPScale(0);
}
@@ -0,0 +1,216 @@
#include "prc_alterations"
#include "inc_createnumber"
#include "inc_constants"
/* This scripts runs on the OnUserDefined event of a mine tile. I'm putting the main
* playing logic in here to make some things easy
If this is run on a tile, here is what the different states of "tile_state" means
0 = Not flagged, not triggered
1 = triggered
2 = flagged */
//-------Function prototypes here-------
//Explode() - destroys this tile after creating an explosion effect
//A red X should be created before Explode() is called
void Explosion(location lTarget);
//Signals an event to the 8 tiles around an (x,y) position in a grid
void SignalEventToSurroundingTiles(int nEventID, int xpos, int ypos);
//Variable that's really global to this script.
int nGridSize = GridSize();
int MINE_AMOUNT = MineAmount(nGridSize);
void main()
{
int nEvent = GetUserDefinedEventNumber(), nTileNumber, nRowPosition, nColPosition;
int nTemp; //general purpose temporary integer
location lSelf;
object oObject; //Generic object for temporary data
object oStatCounter = GetObjectByTag("StatisticsCounter_" + IntToString(nGridSize));
object oFlagger = GetObjectByTag("Flagger_" + IntToString(nGridSize));
effect eMineHere;
string sNewTag = "Mark_" + IntToString(nGridSize) + "_MineX";
//The main switch statements, we have 3 different events that can happen.
//I use numbers 7051+ because I happen to like them.
switch (nEvent){
//Case 7051 USED ON: Tile. Uncover a tile. Displays a number if there is one, and explodes
//if a mine is there. If the mine is flagged, NOTHING SHOULD HAPPEN! Likewise,
//this should set a LocalInt on the tile to prevent this from running more than once.
//If a tile is destroyed and there is no mine, the Statistics counter makes a note of it.
//(we use event 7057 for that)
case 7051:
if (GetLocalInt(OBJECT_SELF, "tile_state") == 1) //stop if the tile is
return; //in a non-default state
else if (GetLocalInt(oStatCounter, "game_status") <= 0)
{
return;
}
else if (GetLocalInt(oFlagger, "flag_mode"))
{
SignalEvent(OBJECT_SELF, EventUserDefined(7052));
return;
}
SetLocalInt(OBJECT_SELF, "tile_state", 1);
nTileNumber = GetLocalInt(OBJECT_SELF, "mine_status");
if (!nTileNumber) //tile's mine status is 0 - tile has nothing at all
{
nRowPosition = GetLocalInt(OBJECT_SELF, "xpos");
nColPosition = GetLocalInt(OBJECT_SELF, "ypos");
SignalEventToSurroundingTiles(7051, nRowPosition, nColPosition);
SignalEvent(oStatCounter, EventUserDefined(7054));
}
else if (nTileNumber == -1) //mine status is -1 - Mine is present!
{
lSelf = GetLocation(OBJECT_SELF);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_minex", lSelf, FALSE, sNewTag);
Explosion(lSelf);
oObject = GetLastUsedBy();
AssignCommand(oObject, ClearAllActions());
AssignCommand(oObject, ActionPlayAnimation(
ANIMATION_LOOPING_DEAD_BACK, 1.0, 3.0));
SignalEvent(oStatCounter, EventUserDefined(7057));
}
else
{
lSelf = GetLocation(OBJECT_SELF);
CreateNumber(nTileNumber, lSelf);
SignalEvent(oStatCounter, EventUserDefined(7054));
}
//Whether there was a mine, a number or neither under this tile, the tile
//vanishes, having been doomed to destruction by the fatal mouseclick...
//Oh, the drama!
//EDIT: Unless it has a flag.
if (GetLocalInt(OBJECT_SELF, "tile_state") != 2)
DestroyObject(OBJECT_SELF, 0.1);
break;
//Case 7052 USED ON: Tile. Create a flag on the mine. The flag should be a visual effect.
//Like the case above, this should set a LocalInt - maybe the same name as above.
case 7052:
if (GetLocalInt(OBJECT_SELF, "tile_state") == 2) //flagged
{
//Tile was already flagged. Remove the flag.
SetLocalInt(OBJECT_SELF, "tile_state", 0);
eMineHere = GetFirstEffect(OBJECT_SELF);
while (GetIsEffectValid(eMineHere))
{
RemoveEffect(OBJECT_SELF, eMineHere);
eMineHere = GetNextEffect(OBJECT_SELF);
}
}
else //if (GetLocalInt(OBJECT_SELF, "tile_state") == 0) //not flagged
{
//Tile was not flagged. Add one.
eMineHere = SupernaturalEffect(EffectVisualEffect(VFX_DUR_FLAG_RED));
SetLocalInt(OBJECT_SELF, "tile_state", 2);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMineHere, OBJECT_SELF);
}
break;
//Case 7053 USED ON: Tile. Destroys the object with no fuss, except a mine explosion
case 7053:
nTileNumber = GetLocalInt(OBJECT_SELF, "mine_status");
if (nTileNumber == -1) //mine status is -1 - Mine is present!
{
lSelf = GetLocation(OBJECT_SELF);
CreateObject(OBJECT_TYPE_PLACEABLE, "mark_minex", lSelf, FALSE, sNewTag);
Explosion(lSelf);
}
break;
//Case 7054 USED ON: Module Stats Counter. Tells the stat counter to decrement
//the remaining number of tiles by 1.
case 7054:
nTemp = GetLocalInt(OBJECT_SELF, "game_status");
nTemp--;
//if we have as many tiles left as there are mines...
if (nTemp == MINE_AMOUNT)
{
SignalEvent(oStatCounter, EventUserDefined(7058));
}
else //keep playing
SetLocalInt(OBJECT_SELF, "game_status", nTemp);
break;
//Case 7057 USED ON: Module Stats Counter. Explodes all tiles and clears all tiles.
//This is fairly intensive, I believe. This is the "YOU HAVE LOST!" event!
case 7057:
SetLocalInt(OBJECT_SELF, "game_status", -2);
ExecuteScript("game_end", OBJECT_SELF);
AssignCommand(OBJECT_SELF, SpeakString("Ooh, that was a live one."));
break;
//Case 7058 USED ON: Module Stats Counter. The "YOU HAVE WON!" event
case 7058:
SetLocalInt(OBJECT_SELF, "game_status", -1);
ExecuteScript("game_end", OBJECT_SELF);
AssignCommand(OBJECT_SELF, SpeakString("You've won!"));
break;
}
}
void Explosion(location lTarget)
{
effect eExplosion = EffectVisualEffect(VFX_FNF_FIREBALL);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplosion, lTarget);
}
void SignalEventToSurroundingTiles(int nEventID, int xpos, int ypos)
{
int nCol, nRow;
object oTile;
/* This works similarly to GetNumberOfAdjacentMines() in one of the other scripts.
* but here it is reexplained.
* I have a central (x,y) position, passed as parameters. I get EVERY one of the
* 8 tiles around it as oTile (one at a time) and signal event 'nEventID' to it.
*
* I retrieve oTile using the tile tag, which is the reason why unique tags with the
* (x,y) position written inside makes sense. The Grid size is also unique to a single
* area, so we can have games of different sizes running simultaneously and we can
* still retrieve the correct tile.
*
*/
for (nCol = ypos - 1; nCol <= (ypos + 1); nCol++)
{
for (nRow = xpos - 1; nRow <= (xpos + 1); nRow++)
{
if (nCol != ypos || nRow != xpos) //Gotcha! (nCol == ypos && nRow == xpos) is the middle position.
{ //We don't want to count it.
oTile = GetObjectByTag("Tile_" + IntToString(nGridSize) + "_" +
IntToString(nRow) + "_" + IntToString(nCol));
//Quick check to see if oTile is valid, it might not be if we're at the borders.
if (GetIsObjectValid(oTile))
{
SignalEvent(oTile, EventUserDefined(nEventID));
}
}
}
}
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_onrespawn", OBJECT_SELF);
}
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_rest", OBJECT_SELF);
}
@@ -0,0 +1,212 @@
#include "inc_constants"
/*
When a "start game" conversation option is chosen, it ExecuteScripts this script.
The ExecuteScript call uses the statistics object as target.
This means this script runs on the statistics object!
This script will set up a game board.
Author: Gaia_Werewolf, with lots of help from Deva Winblood!
*/
//Private function
//Part 1 of the board setup.
void fnLoop1(int nCol = 0);
//Private function
//Part 2 of the board setup.
void fnLoop2(int nCurrentMine = 0);
//Private function
//Part 3 of the board setup.
void fnLoop3(int nCol = 0);
//Variables I can define global to the script. Lots of 'em. Only explicity
// intialized ones, though.
//These are, in order: The grid size, the amount of mines, the grid size as a string,
//the origin waypoint, the area of the origin and the position (vectorized) of origin.
int nGridSize = GridSize() ,
nMineAmount = MineAmount(nGridSize);
string sGridSize = IntToString(nGridSize);
object oOrigin = GetObjectByTag("WP_Origin_"+sGridSize) ,
oArea = GetArea(oOrigin);
vector vOrigin = GetPosition(oOrigin);
//here for cleanliness.
const float DEFAULT_DELAY_INTERVAL = 0.01;
/* The main() function will get a local integer off OBJECT_SELF - the statistics counter.
* If the localint is 0, the board is ready to set up.
* If the localint is not 0, the board is already in one of the other stages of setup
* and main() will call the appropriate function to handle the next setup stage, or
* recurse while waiting for the localint to change.
*
* Possible states:
* 0: Base state, nothing happening
* 1: Currently working
* 2: Tile placement done
* 3: Mine placement done
* 4: Mine counting done, finished (main() should stop then)
*/
void main()
{
int nState = GetLocalInt(OBJECT_SELF, "setup_state");
effect eBusyVFX = EffectVisualEffect(VFX_DUR_SMOKE);
switch (nState)
{
case 0: SpeakString("Setting up board, please wait!");
fnLoop1();
break;
//case 1: break; //Not needed. default case will process this.
case 2: fnLoop2();
break;
case 3: fnLoop3();
break;
default:break;
}
if (nState < 4)
{
DelayCommand(0.02, main());
}
else
{
SpeakString("Board setup is complete.");
SetLocalInt(OBJECT_SELF, "setup_state", 0);
SetLocalInt(OBJECT_SELF, "game_status", (nGridSize * nGridSize));
}
}
//=============NON-MAIN FUNCTIONS============
void fnLoop1(int nCol = 0)
{
//We have two loops, one nested in the other, to create an ?x? grid of
//minesweeper tiles. First one row is created (inner loop does rows) then
//gradually the other rows get filled up.
int nRow;
vector vTile;
object oTile;
location lTile;
string sTileTag;
nCol += 1;
//This if statement is actually a recursive outer loop, judiciously placed to prevent TMIs.
if (nCol <= nGridSize) // valid grid position
{
SetLocalInt(OBJECT_SELF, "setup_state", 1); //main() wait state
//Every time the loop iterates, we move up a column - in physical terms, 2.5m
vTile.y = vOrigin.y + (nCol * 2.5);
for (nRow = 1; nRow <= nGridSize; nRow++)
{
//Every time the loop iterates, we move forward a row - in physical terms, 2.5m
vTile.x = vOrigin.x + (nRow * 2.5);
//We find the right location for a tile to be put down and create it with
//A tag containing the grid size (for area uniqueness), x position and y position.
lTile = Location(oArea, vTile, 0.0);
sTileTag = "Tile_" + sGridSize + "_" + IntToString(nRow) + "_" + IntToString(nCol);
oTile = CreateObject(OBJECT_TYPE_PLACEABLE, "base_tile", lTile, FALSE, sTileTag);
//Now we set local integers to be able to retrieve the (x,y) position
//of the tile in different circumstances easily. Not needed in many
//cases but still useful.
SetLocalInt(oTile, "xpos", nRow);
SetLocalInt(oTile, "ypos", nCol);
}
//recurse this function to move up one column.
DelayCommand(DEFAULT_DELAY_INTERVAL, fnLoop1(nCol)); // outer loop
}
else
{
//If this condition fires, we're done placing tiles and can
//return to the main() function after setting the appropriate localint.
DelayCommand(DEFAULT_DELAY_INTERVAL, SetLocalInt(OBJECT_SELF, "setup_state", 2));
}
} // fnLoop1()
void fnLoop2(int nCurrentMine=0)
{
//Now we have to create the mines. This relies on getting a random location
//over and over again and putting mines in whatever place we find until no mines are left.
//There's a chance we'll get a position more than once, so we keep generating
//random positions until we find a free position to place a mine on.
int nRow, nCol;
object oTile;
nCurrentMine += 1;
Random(GetTimeMillisecond()); //randomness maker
//This if statement is actually a recursive outer loop, judiciously placed to prevent TMIs.
if (nCurrentMine <= nMineAmount)
{
SetLocalInt(OBJECT_SELF, "setup_state", 1); //main() wait state
//This loop finds the random location until a mine-less tile is found
//and places the mine on it.
do {
nRow = Random(nGridSize) + 1;
nCol = Random(nGridSize) + 1;
oTile = GetObjectByTag("Tile_" + sGridSize + "_" + IntToString(nRow) + "_" + IntToString(nCol));
} while (GetLocalInt(oTile, "mine_status") == -1);
SetLocalInt(oTile, "mine_status", -1);
//recurse this function to move to the next mine.
DelayCommand(DEFAULT_DELAY_INTERVAL, fnLoop2(nCurrentMine));
}
else
{
//If this condition fires, we're done placing the mines and can
//return to the main() function after setting the appropriate localint.
DelayCommand(DEFAULT_DELAY_INTERVAL, SetLocalInt(OBJECT_SELF, "setup_state", 3));
}
} // fnLoop2()
void fnLoop3(int nCol = 0)
{
int nRow;
object oTile;
nCol += 1;
if (nCol <= nGridSize)
{
SetLocalInt(OBJECT_SELF, "setup_state", 1); //main() wait state
for (nRow = 1; nRow <= nGridSize; nRow++)
{
oTile = GetObjectByTag("Tile_" + sGridSize + "_" + IntToString(nRow) + "_" + IntToString(nCol));
//This condition below will check if the tile has a mine. If not, it will insert
//the number of mines around it.
if (GetLocalInt(oTile, "mine_status") != -1)
{
ExecuteScript("count_adj_mines", oTile);
}
}
//recurse this function to move to the next tile.
DelayCommand(DEFAULT_DELAY_INTERVAL, fnLoop3(nCol));
}
else
{
//If this condition fires, we're done counting the mines and can
//return to the main() function after setting the appropriate localint.
DelayCommand(DEFAULT_DELAY_INTERVAL, SetLocalInt(OBJECT_SELF, "setup_state", 4));
}
} // fnLoop3()
@@ -0,0 +1,4 @@
void main()
{
ExecuteScript("prc_onuserdef", OBJECT_SELF);
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_onunaquire", OBJECT_SELF);
ExecuteScript("x2_mod_def_unaqu", OBJECT_SELF);
}
@@ -0,0 +1,5 @@
void main()
{
ExecuteScript("prc_unequip", OBJECT_SELF);
ExecuteScript("x2_mod_def_unequ", OBJECT_SELF);
}
@@ -0,0 +1,201 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="module.ifo" type="IFO " version="V3.2" >
<struct id="-1" >
<element name="Mod_ID" type="13" value="byte[16][ef][59][b4][22][36][8][c3][e9][e9][26][b7][32][69][2e][1e][56]" />
<element name="Mod_MinGameVer" type="10" value="1.68" />
<element name="Mod_Creator_ID" type="5" value="2" />
<element name="Mod_Version" type="4" value="3" />
<element name="Expansion_Pack" type="2" value="3" />
<element name="Mod_Name" type="12" value="-1" >
<localString languageId="0" value="PRC Char test" />
</element>
<element name="Mod_Tag" type="10" value="MODULE" />
<element name="Mod_Description" type="12" value="-1" />
<element name="Mod_IsSaveGame" type="0" value="0" />
<element name="Mod_CustomTlk" type="10" value="prc_consortium" />
<element name="Mod_Entry_Area" type="11" value="ooc" />
<element name="Mod_Entry_X" type="8" value="20.0" />
<element name="Mod_Entry_Y" type="8" value="20.0" />
<element name="Mod_Entry_Z" type="8" value="0.0" />
<element name="Mod_Entry_Dir_X" type="8" value="0.0" />
<element name="Mod_Entry_Dir_Y" type="8" value="1.0" />
<element name="Mod_Expan_List" type="15" />
<element name="Mod_DawnHour" type="0" value="6" />
<element name="Mod_DuskHour" type="0" value="18" />
<element name="Mod_MinPerHour" type="0" value="2" />
<element name="Mod_StartMonth" type="0" value="6" />
<element name="Mod_StartDay" type="0" value="1" />
<element name="Mod_StartHour" type="0" value="13" />
<element name="Mod_StartYear" type="4" value="1372" />
<element name="Mod_XPScale" type="0" value="10" />
<element name="Mod_OnHeartbeat" type="11" value="mod_hb" />
<element name="Mod_OnModLoad" type="11" value="mod_load" />
<element name="Mod_OnModStart" type="11" value="" />
<element name="Mod_OnClientEntr" type="11" value="mod_enter" />
<element name="Mod_OnClientLeav" type="11" value="mod_exit" />
<element name="Mod_OnActvtItem" type="11" value="mod_activate" />
<element name="Mod_OnAcquirItem" type="11" value="mod_aquire" />
<element name="Mod_OnUsrDefined" type="11" value="mod_ud" />
<element name="Mod_OnUnAqreItem" type="11" value="mod_unaquire" />
<element name="Mod_OnPlrDeath" type="11" value="mod_death" />
<element name="Mod_OnPlrDying" type="11" value="mod_dying" />
<element name="Mod_OnPlrEqItm" type="11" value="mod_equip" />
<element name="Mod_OnPlrLvlUp" type="11" value="mod_level" />
<element name="Mod_OnSpawnBtnDn" type="11" value="mod_respawn" />
<element name="Mod_OnPlrRest" type="11" value="mod_rest" />
<element name="Mod_OnPlrUnEqItm" type="11" value="mod_unequip" />
<element name="Mod_OnCutsnAbort" type="11" value="mod_cut_abort" />
<element name="Mod_StartMovie" type="11" value="" />
<element name="Mod_CutSceneList" type="15" />
<element name="Mod_GVar_List" type="15" />
<element name="Mod_Area_list" type="15" >
<struct id="6" >
<element name="Area_Name" type="11" value="ooc" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="quest1a" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="quest1b" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="quest1c" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="quest1d" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="desolateanddespa" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="ey_dpcon_erewood" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="frostedpits" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="frozentimes" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="limbo001" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman01" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman02" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman03" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman04" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman05" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="mordmagman06" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="prc_epiclab" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="prc_maze_01" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="ruinedminds001" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="thequietofthemin" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="limboii" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="effectstester" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="tetris_001" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="tetris_002" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="arena" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="lobby" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="room003" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="room1" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="room3" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="room4" />
</struct>
<struct id="6" >
<element name="Area_Name" type="11" value="battlefield1442" />
</struct>
</element>
<element name="Mod_HakList" type="15" >
<struct id="8" >
<element name="Mod_Hak" type="10" value="prctrials" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prcc" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prccomp" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prcc" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_2das" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_craft2das" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_epicspells" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_include" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_misc" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_newspellbook" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_psionics" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_race" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_scripts" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_spells" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prc_textures" />
</struct>
<struct id="8" >
<element name="Mod_Hak" type="10" value="prccomp" />
</struct>
</element>
<element name="Mod_CacheNSSList" type="15" />
</struct>
</gff>
@@ -0,0 +1,250 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="mordmagman01.are" type="ARE " version="V3.2" >
<struct id="-1" >
<element name="ID" type="5" value="-1" />
<element name="Creator_ID" type="5" value="-1" />
<element name="Version" type="4" value="6" />
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<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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http://nwntools.sf.net/
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http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
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<element name="Tile_Orientation" type="5" value="1" />
<element name="Tile_Height" type="5" value="0" />
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<element name="Tile_AnimLoop2" type="0" value="1" />
<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
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<element name="Tile_Orientation" type="5" value="1" />
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<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
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<element name="Tile_Orientation" type="5" value="0" />
<element name="Tile_Height" type="5" value="0" />
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<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
<struct id="1" >
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<element name="Tile_Orientation" type="5" value="3" />
<element name="Tile_Height" type="5" value="0" />
<element name="Tile_MainLight1" type="0" value="4" />
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<element name="Tile_AnimLoop3" type="0" value="1" />
</struct>
</element>
</struct>
</gff>
@@ -0,0 +1,21 @@
<!-- This file was generated by the NWNTools GFF to XML writer.
http://nwntools.sf.net/
** Do not hand edit unless you know what you are doing. **
-->
<gff name="mordmagman03.gic" type="GIC " version="V3.2" >
<struct id="-1" >
<element name="Creature List" type="15" />
<element name="Door List" type="15" >
<struct id="8" >
<element name="Comment" type="10" value="" />
</struct>
</element>
<element name="Encounter List" type="15" />
<element name="List" type="15" />
<element name="SoundList" type="15" />
<element name="StoreList" type="15" />
<element name="TriggerList" type="15" />
<element name="WaypointList" type="15" />
<element name="Placeable List" type="15" />
</struct>
</gff>

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