Irrelevant post game

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  • Master_of_PARANOiA
    FFR Player
    • Oct 2003
    • 1599

    #256
    cout<<"hello";
    Afrobean16 (8:58:05 PM): you're evil incarnate

    Comment

    • Musical_Master
      FFR Player
      • Jan 2004
      • 1788

      #257
      i can't think of anything right now.

      Comment

      • lightdarkness
        Summer!!
        • Jul 2003
        • 11308

        #258
        #include <iostream.h>
        int main()
        character ffr[100]
        {
        cout << "What is the point of this thread?";
        cin << ffr;
        cout << ffr << "? really, thats the point of this thread, i thought it was cheese";
        return 0
        }

        Comment

        • Yanah_God
          Banned
          • Oct 2003
          • 1330

          #259
          *loads NWN Editor*

          *loads script editor*

          Get ready for a whole shitload of scripts with NWN functions + constants

          //::///////////////////////////////////////////////
          //:: Name x2_respawn
          //:: Copyright (c) 2001 Bioware Corp.
          //:://////////////////////////////////////////////
          /*
          Transports player back to Purgatory on respawn...
          */
          //:://////////////////////////////////////////////
          //:: Created By: Keith Warner
          //:: Created On: Feb 10/03
          //:://////////////////////////////////////////////
          // * Applies an XP and GP penalty
          // * to the player respawning

          #include "nw_i0_plot"
          #include "x0_i0_henchman"

          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 ApplyPenalty(object oDead)
          {
          int nXP = GetXP(oDead);
          int nPenalty = 50 * GetHitDice(oDead);
          int nHD = GetHitDice(oDead);
          // * You can not lose a level with this respawning
          int nMin = ((nHD * (nHD - 1)) / 2) * 1000;

          int nNewXP = nXP - nPenalty;
          if (nNewXP < nMin)
          nNewXP = nMin;
          SetXP(oDead, nNewXP);
          //int nGoldToTake = FloatToInt(0.10 * GetGold(oDead));
          // * a cap of 10 000gp taken from you
          //if (nGoldToTake > 10000)
          //{
          // nGoldToTake = 10000;
          //}
          //AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));
          DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE));
          //DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE));

          }


          // * Makes the standard factions neutral to the oChangeMe object
          void AdjustReputationWithStandardFactions(object oMaster, object oChangeMe)
          {
          //Make friendly to Each of the 3 common factions
          if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oMaster) <= 10)
          {
          SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oChangeMe);
          }
          if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oMaster) <= 10)
          {
          SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oChangeMe);
          }
          if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oMaster) <= 10)
          {
          SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oChangeMe);
          }
          //SPECIAL CASES - for non-standard factions
          }

          // * bring the player back to life, fully healed and
          void main()
          {



          object oRespawner = GetLastRespawnButtonPresser();
          object oHench;

          // * remove 1 rogue stone
          object oStone = GetItemPossessedBy(oRespawner, "x2_p_rogue");
          if (GetIsObjectValid(oStone) == TRUE)
          {
          int nStack = GetItemStackSize(oStone);
          if (nStack > 1)
          SetItemStackSize(oStone, nStack - 1);
          else
          DestroyObject(oStone);
          }

          // ****************************
          // Figure out where to go
          // ****************************


          //* Return PC to Purgatory

          string sDestTag = "NW_DEATH_PLACE";
          string sArea = GetTag(GetArea(oRespawner));
          object oSpawnPoint;
          location lLoc;

          /*
          1 SPECIAL CASE
          */
          if (sArea == "mod1_hellgate")
          {
          sDestTag = "";
          }

          if (GetIsObjectValid(GetObjectByTag(sDestTag)))
          {
          if (sDestTag == "NW_DEATH_PLACE")
          {
          object oPriest = GetObjectByTag("NW_DEATH_CLERIC");
          SetLocalLocation(oRespawner, "NW_L_I_DIED_HERE", GetLocation(oRespawner));
          SetLocalInt(oRespawner, "NW_L_I_DIED", 1);
          SetLocalObject(oPriest, "NW_L_LASTDIED", oRespawner);
          // * April 2002: Moved penalty here, only when going back to the death temple
          //ApplyPenalty(oRespawner);
          }
          else if (sDestTag == "")
          {
          sDestTag = "NW_DEATH_PLACE";
          }
          oSpawnPoint = GetObjectByTag(sDestTag);
          lLoc = GetLocation(oSpawnPoint);
          }

          // ****************************
          // Iterate through followers
          // ****************************


          // *
          // * July 28 2003
          // * Go through all henchmen and remove
          // * any followers
          // * Adjust their reputations with the standard
          // * factions so that they are all friends again too
          int i = 0;
          do
          {
          i++;
          oHench = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oRespawner, i);
          if (GetIsObjectValid(oHench) == TRUE)
          {
          AdjustReputationWithStandardFactions(oRespawner, oHench);
          if (GetIsFollower(oHench) == FALSE)
          {
          // * Teleport henchmen to respawn place
          if (GetIsObjectValid(oSpawnPoint) == TRUE)
          DelayCommand(2.5, AssignCommand(oHench, JumpToLocation(lLoc)));
          }
          else
          // * is a follower.
          // * remove them and signal an event
          {
          RemoveHenchman(oRespawner, oHench);
          SignalEvent(oHench, EventUserDefined(19767));
          }
          }

          }
          while (GetIsObjectValid(oHench) == TRUE);

          AdjustReputationWithStandardFactions(oRespawner, oRespawner);


          DelayCommand(2.0, Raise(oRespawner));
          DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oRespawner));
          DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner));
          DelayCommand(2.0, RemoveEffects(oRespawner));

          // ****************************
          // Go to teleporation place - Player
          // ****************************
          if (GetIsObjectValid(oSpawnPoint) == TRUE)
          {
          DelayCommand(2.0, AssignCommand(oRespawner,JumpToLocation(GetLocation(oSpawnPoint))));
          }
          else
          {
          // * do nothing, just 'res where you are.
          }

          }

          /* Caryatid OnSpawn script -- come in petrified.
          This must be used with x0_percep_caryatd as the OnPerception handler
          or else the caryatid will never un-petrify!
          */


          #include "NW_O2_CONINCLUDE"
          #include "NW_I0_GENERIC"
          #include "x0_i0_petrify"

          void main()
          {
          SetListeningPatterns();
          WalkWayPoints();
          GenerateNPCTreasure();

          // Come in petrified
          Petrify(OBJECT_SELF);
          }

          //::///////////////////////////////////////////////////
          //:: X0_TRAPDLY_ISACG
          //:: OnTriggered script for a projectile trap
          //:: Spell fired: SPELL_ISAACS_GREATER_MISSILE_STORM
          //:: Spell caster level: 11
          //::
          //:: Copyright (c) 2002 Floodgate Entertainment
          //:: Created By: Naomi Novik
          //:: Created On: 11/17/2002
          //::///////////////////////////////////////////////////

          #include "x0_i0_projtrap"

          void main()
          {
          TriggerProjectileTrap(SPELL_ISAACS_GREATER_MISSILE_STORM, GetEnteringObject(), 11);
          }
          //::///////////////////////////////////////////////
          //:: Death Script
          //:: NW_O0_DEATH.NSS
          //:: Copyright (c) 2001 Bioware Corp.
          //:://////////////////////////////////////////////
          /*
          This script handles the default behavior
          that occurs when a player dies.

          BK: October 8 2002: Overriden for Expansion
          */
          //:://////////////////////////////////////////////
          //:: Created By: Brent Knowles
          //:: Created On: November 6, 2001
          //:://////////////////////////////////////////////
          /*
          void ClearAllFactionMembers(object oMember, object oPlayer)
          {
          // AssignCommand(oMember, SpeakString("here"));
          AdjustReputation(oPlayer, oMember, 100);
          SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
          object oClear = GetFirstFactionMember(oMember, FALSE);
          while (GetIsObjectValid(oClear) == TRUE)
          {
          ClearPersonalReputation(oPlayer, oClear);
          oClear = GetNextFactionMember(oMember, FALSE);
          }
          } */
          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 oPlayer = GetLastPlayerDied();
          // * increment global tracking number of times that I died
          SetLocalInt(oPlayer, "NW_L_PLAYER_DIED", GetLocalInt(oPlayer, "NW_L_PLAYER_DIED") + 1);

          // * BK: Automation Control. Autopcs ignore death
          if (GetLocalInt(oPlayer, "NW_L_AUTOMATION") == 10)
          {
          Raise(oPlayer);
          DelayCommand(1.0, ExecuteScript("crawl", OBJECT_SELF));
          return; // Raise and return
          }


          // * Handle Spirit of the Wood Death
          string sArea = GetTag(GetArea(oPlayer));
          /*
          if (sArea == "MAP_M2Q2F2" && GetDistanceBetweenLocations(GetLocation(GetObjectByTag("M2Q2F2_M2Q2G")), GetLocation(oPlayer)) < 5.0 && GetLocalInt(GetModule(),"NW_M2Q2E_WoodsFreed") == 0)
          {
          int bValid;

          Raise(oPlayer);
          string sDestTag = "WP_M2Q2GtoM2Q2F";
          object oSpawnPoint = GetObjectByTag(sDestTag);
          AssignCommand(oPlayer,JumpToLocation(GetLocation(oSpawnPoint)));
          return;

          }
          */
          // * in last level of the Sourcestone, move the player to the beginning of the area
          // * May 16 2002: or the main area of the Snowglobe (to prevent plot logic problems).
          // * May 21 2002: or Castle Never
          if (sArea == "M4Q1D2" || sArea == "M3Q3C" || sArea == "MAP_M1Q6A")
          {

          //Raise(oPlayer);
          //string sDestTag = "M4QD07_ENTER";
          //object oSpawnPoint = GetObjectByTag(sDestTag);
          // AssignCommand(oPlayer, DelayCommand(1.0, JumpToLocation(GetLocation(oSpawnPoint))));
          // * MAY 2002: Just popup the YOU ARE DEAD panel at this point
          DelayCommand(2.5, PopUpDeathGUIPanel(oPlayer,FALSE, TRUE, 66487));
          return;
          }

          // * make friendly to Each of the 3 common factions
          AssignCommand(oPlayer, ClearAllActions());
          // * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
          if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oPlayer) <= 10)
          { SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
          SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oPlayer);
          }
          if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oPlayer) <= 10)
          { SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
          SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oPlayer);
          }
          if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oPlayer) <= 10)
          { SetLocalInt(oPlayer, "NW_G_Playerhasbeenbad", 10); // * Player bad
          SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oPlayer);
          }

          DelayCommand(2.5, PopUpGUIPanel(oPlayer,GUI_PANEL_PLAYER_DEATH));

          }//::///////////////////////////////////////////////
          //:: Dying Script
          //:: NW_O0_DEATH.NSS
          //:: Copyright (c) 2001 Bioware Corp.
          //:://////////////////////////////////////////////
          /*
          This script handles the default behavior
          that occurs when a player is dying.
          DEFAULT CAMPAIGN: player dies automatically
          */
          //:://////////////////////////////////////////////
          //:: Created By: Brent Knowles
          //:: Created On: November 6, 2001
          //:://////////////////////////////////////////////


          void main()
          {
          /* AssignCommand(GetLastPlayerDying(), ClearAllActions());
          AssignCommand(GetLastPlayerDying(),SpeakString( "I Dying"));
          PopUpGUIPanel(GetLastPlayerDying(),GUI_PANEL_PLAYER_DEATH);
          */
          // * April 14 2002: Hiding the death part from player
          effect eDeath = EffectDeath(FALSE, FALSE);
          ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, GetLastPlayerDying());
          }

          Comment

          • lightdarkness
            Summer!!
            • Jul 2003
            • 11308

            #260
            and i told her not to but she didnt listen
            she had an amazing time, but she didnt want to go out again
            i sit and wonder in awe, why didnt she call?
            WHY, OH WHY DIDNT SHE CALL?

            Comment

            • aleco
              FFR Player
              • Oct 2003
              • 1054

              #261
              cheesecake=teh lose
              I still exist...

              Comment

              • lightdarkness
                Summer!!
                • Jul 2003
                • 11308

                #262
                pie sucsk

                Comment

                • Yanah_God
                  Banned
                  • Oct 2003
                  • 1330

                  #263
                  Originally posted by lightdarkness
                  pie sucsk
                  you are no longer kewl

                  you have been downgraded to cool

                  8) :P

                  Comment

                  • Cenright
                    You thought I was a GUY?!
                    • Sep 2003
                    • 3139

                    #264
                    Antidisestablishmentarianism.

                    The longest English word.
                    http://www.flashflashrevolution.com/...Cube_in_55.mpg

                    Comment

                    • Lupin_the_3rd
                      FFR Player
                      • Oct 2003
                      • 2665

                      #265
                      Originally posted by lightdarkness
                      #include <iostream.h>
                      int main()
                      character ffr[100]
                      {
                      cout << "What is the point of this thread?";
                      cin << ffr;
                      cout << ffr << "? really, thats the point of this thread, i thought it was cheese";
                      return 0
                      }
                      karma police.... arrest this man, he talks in maths.

                      Comment

                      • lightdarkness
                        Summer!!
                        • Jul 2003
                        • 11308

                        #266
                        so
                        hey
                        ok
                        bye
                        gay
                        faq's

                        Comment

                        • Anticrombie0909
                          FFR Player
                          • Jul 2003
                          • 4683

                          #267
                          karma police.... arrest this man, he talks in maths.

                          Comment

                          • Master_of_PARANOiA
                            FFR Player
                            • Oct 2003
                            • 1599

                            #268
                            turn back
                            Afrobean16 (8:58:05 PM): you're evil incarnate

                            Comment

                            • Anticrombie0909
                              FFR Player
                              • Jul 2003
                              • 4683

                              #269
                              I CAN'T DO IT, CAPTAIN! I DON'T...HAVE...THE POWER!!!

                              Comment

                              • aleco
                                FFR Player
                                • Oct 2003
                                • 1054

                                #270
                                Well, if it ain't my 500th post.
                                I still exist...

                                Comment

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