#include "nw_i0_generic"
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
object oTargetweak;
object oTargetmedium;
object oTargethigh;
object oTargetultra;
object oSpawnweak;
object oSpawnmedium;
object oSpawnhigh;
object oSpawnultra;
location lTarget1;
location lTarget2;
location lTarget3;
location lTarget4;
oTargetweak = GetWaypointByTag("SP_weak");
oTargetmedium = GetWaypointByTag("SP_medium");
oTargethigh = GetWaypointByTag("SP_high");
oTargetultra = GetWaypointByTag("SP_ultra");
lTarget1 = GetLocation(oTargetweak);
lTarget2 = GetLocation(oTargetmedium);
lTarget3 = GetLocation(oTargethigh);
lTarget4 = GetLocation(oTargetultra);
if (GetHitDice(oPC) >= 1)//1-4...not sure how to do the range
{
oSpawnweak = CreateObject(OBJECT_TYPE_CREATURE, "nw_zombie01", lTarget1);
}
if (GetHitDice(oPC) >= 5)//5-9..ditto
{
oSpawnmedium = CreateObject(OBJECT_TYPE_CREATURE, "nw_zombwarr01", lTarget2);
}
if (GetHitDice(oPC) >= 10)//10-14...ditto
{
oSpawnhigh = CreateObject(OBJECT_TYPE_CREATURE, "nw_zombieboss", lTarget3);
}
if (GetHitDice(oPC) >= 20)//20-25....ditto
{
oSpawnultra = CreateObject(OBJECT_TYPE_CREATURE, "nw_lich003", lTarget4);
}
oTargetweak = oSpawnweak;
oTargetmedium = oSpawnmedium;
oTargethigh = oSpawnhigh;
oTargetultra = oSpawnultra;
SetIsTemporaryEnemy(oPC, oTargetweak);
AssignCommand(oTargetweak, ActionAttack(oPC));
AssignCommand(oTargetweak, DetermineCombatRound(oPC));
SetIsTemporaryEnemy(oPC, oTargetmedium);
AssignCommand(oTargetmedium, ActionAttack(oPC));
AssignCommand(oTargetmedium, DetermineCombatRound(oPC));
SetIsTemporaryEnemy(oPC, oTargethigh);
AssignCommand(oTargethigh, ActionAttack(oPC));
AssignCommand(oTargethigh, DetermineCombatRound(oPC));
SetIsTemporaryEnemy(oPC, oTargetultra);
AssignCommand(oTargetultra, ActionAttack(oPC));
AssignCommand(oTargetultra, DetermineCombatRound(oPC));
}
void main()
{
object oArrow;
oArrow = GetTag(GetItemActivated("assassinsarrow"));
ExecuteScript("assassinsarrow", oArrow);
}
effect eEffect;
object oTarget;
/* Script generated by
Lilac Soul's NWN Script Generator, v. 1.6
For download info, please visit:
http://www.lilacsoul.revility.com */
void main()
{
object oPC;
if (!GetIsPC(GetItemActivatedTarget())
){
return;}
int nInt;
nInt = d20();
if (nInt==20)
{
oPC = GetItemActivator();
oTarget = oPC;
eEffect = EffectDeath();
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
}
else
{
}
}
// x1_itemactivate
//:://////////////////////////////////////////////////
/*
Common script to be used as OnActivateItem script for
all modules. Executes the script with a name matching
the tag of the item being activated. Functions like
GetItemActivator() and GetItemActivatedTarget() will
work in these scripts, since they are being executed
from the perspective of the module itself. ???
Credit for this idea belongs to tjm, who posted it to
nwvault.ign.com.
*/
//:://////////////////////////////////////////////////
//:: Created By: Naomi Novik
//:: Created On: 09/27/2002
//:://////////////////////////////////////////////////
void main()
{
ExecuteScript(GetTag(GetItemActivated()), OBJECT_SELF);
}
what did u say oNoobArmor = Get*what*("travelrobe");[snapback]22465[/snapback]
oNoobArmor = GetObjectByTag("travelrobe");
void main()
{
object oTarget;
oTarget = //GetTag("TestZone");
effect eEffect;
eEffect = EffectAreaOfEffect(EFFECT_TYPE_SPELL_FAILURE, 100); //(permanent spell failure in areas to reduce lag)
location lLocation;
lLocation = GetArea(oTarget);
//erm...w(here)tf do i put the actual tag of the area <_<
ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, eEffect, lLocation);
}
/* void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
object oTarget;
oTarget = oPC;
effect eEffect;
eEffect = EffectSilence(); //where are the effects listed in the script editor?
//can't use this cause of Auto Silence feat-unless this will bypass that anyway =D
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}
*/
#include "x2_inc_switches"
void main()
{
object oPC = GetLastSpellCaster();
object oArea = GetArea(oPC);
if(GetTag(oArea) == "AreaTag")
{
SetModuleOverrideSpellScriptFinished();
}
}