Well I've been making a clan server based from Godspire also and was wondering how to make the custom filter at 22? also how to use multiple onactivateitem scripts in the same module? Also fast rest and onenter create an item in their inventory? Thanks. :)
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just add - gold piece value 50.000 or how much it is IDK the Zero's.. make it remove the usual resis, invalid classes etc
Well I've been making a clan server based from Godspire also and was wondering how to make the custom filter at 22? also how to use multiple onactivateitem scripts in the same module? Also fast rest and onenter create an item in their inventory? Thanks. :)
[snapback]13488[/snapback]
just add - gold piece value 50.000 or how much it is IDK the Zero's.. make it remove the usual resis, invalid classes etc
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I'm not planning to explain it all, but that isn't enough to ensure the costlimit.
-Mel
Well I've been making a clan server based from Godspire also and was wondering how to make the custom filter at 22? also how to use multiple onactivateitem scripts in the same module? Also fast rest and onenter create an item in their inventory? Thanks. :)
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1) For level 22, item cost filter should be set at 500k gp per item. You need to script to do this.
2) To use multiple onactivate item scripts - you have to name each item differently. Easiest way to learn this is to look at the script bioware uses for the OC on its recall stone. Just copy and paste.
3) Fast rest - look for Sygon's Fast Rest in nwnvault - it is a 2da change.
4) Onenter create item - look up nwnlexicon - they should have examples.
Sigh I am regretted to say that I need more help...
A healing placeable like the healing lights I can't seem to be able to do anything like that.
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void Raise(object oPlayer)
{
effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION);
effect eBad = GetFirstEffect(oPlayer);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer);
//Search for negative effects
while(GetIsEffectValid(eBad))
{
if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE ||
GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
GetEffectType(eBad) == EFFECT_TYPE_DEAF ||
GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
{
//Remove effect if it is negative.
RemoveEffect(oPlayer, eBad);
}
eBad = GetNextEffect(oPlayer);
}
//Fire cast spell at event for the specified target
SignalEvent(oPlayer, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oPlayer);
}
void main()
{
object oPC = GetLastUsedBy();
if(GetIsInCombat(oPC) == FALSE)
{
Raise(oPC);
ForceRest(oPC);
}
else
{
DelayCommand(0.1, SendMessageToPC(oPC, "You are in combat."));
}
}
Does use the same Raise() function as the standard ondeath script. Also, someone that is in combat, someone can't rest, can't use the light either.
Just place it in the onuse of the object and make it useable/plot.
-Mel