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La date/heure actuelle est 02/05/2025 22:37:29
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La Bibliothèque Binaire du NWScript - Neverwinter Nights
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Gagate Voyageur Messages: 2 |
bonsoir à tous..
je me suis interessée sur un script.. et je ne sais pas quoi en faire bien qu'il ait l'air super sympa. comment il agit ? eu comment se déclenche t-il ? je vous le mets ci dessous et merci de votre aide. NWScript : ////////////////////////////////////////////////////////////////////////////////
Le code a colorer syntaxiquement est trop long (plus de 10240 caractères) et risque de ne pas s'afficher du tout. Vous pouvez le voir en version colorée ici.////////////////////////SCRIPT TO SLIP ON ICE/////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Created by Whitemage // // On 15th, march 2004 // // // // Its a very simple script that uses some commands from MotoTsume. // // I've added some lines to take in consideration some magic effects, // // item properties, feats and skills. // // Feel free to modify any of those lines. // //////////////////////////////////////////////////////////////////////////////// void SlipOnIce(object oPC, int nDC) { if (!GetIsPC(oPC)) return; if (ReflexSave(oPC, nDC)) { FloatingTextStringOnCreature("Whoa! - Slow down! You almost fell!", oPC); } else { FloatingTextStringOnCreature("You slipped on the ice!", oPC); effect eEffect = EffectDamage(d4(2), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC); AssignCommand(oPC, SetCutsceneMode(oPC, TRUE)); DelayCommand(0.1, AssignCommand(oPC, ClearAllActions(TRUE))); DelayCommand(0.2, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK, 1.0, 2.5))); DelayCommand(3.0, AssignCommand(oPC, SetCutsceneMode(oPC, FALSE))); } } /////////////////////////////////MAIN SCRIPT///////////////////////////////////// // A MALUS represents a more difficult roll, so MALUS variables will be added. // // Also, BONUS variables will be removed from the roll to be made. // // These commands simply add or remove points on the DC dependant on if the // // player has a certain effect, skill or feat. // ///////////////////////////////////////////////////////////////////////////////// void main() { // For safe purposes only ![]() int nDC = 16; // Major Variables object oPC=GetEnteringObject(); // Please feel free to modify this entry: Its the main DC to be done and this is the float // variable that will be modified trough the script. To make the DC more difficult just raise // this variable. To make the DC more easy just lower it. The default is 16. float fDC= 16.0; //DEBUG AssignCommand(GetEnteringObject(), SpeakString("In the start..."+FloatToString(fDC))); // Check to see if the player has already stepped on this ice if ((GetLocalLocation(OBJECT_SELF, "NoMoreSlipOnThisIce") == GetLocation(OBJECT_SELF))&& GetLocalInt(oPC, "nNoMoreSlipOnIce") ==1) return; /* Check if there's a movement speed alteration (weight is not taken in consideration yet and it only return effects created with a spell script. - Magic items effects are NOT returned with these commands */ effect eEffect= GetFirstEffect(oPC); int nType; int nHaste; while (GetIsEffectValid(eEffect)) { nType= GetEffectType(eEffect); // check if any spell effects are active on the entering object that might alter the DC if (nType == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE) { // "BONUS" variable fDC-= 1.0; } if (nType == EFFECT_TYPE_ELEMENTALSHIELD) { // "BONUS" variable fDC-= 2.0; } if (nType == EFFECT_TYPE_SLOW) { // "BONUS" variable fDC-= 3.0; } if (nType == EFFECT_TYPE_MOVEMENT_SPEED_INCREASE) { // "MALUS" variable fDC+= 1.0; } if (nType == EFFECT_TYPE_HASTE) { // "MALUS" variable fDC+= 3.0; nHaste= 1; } if (nType == EFFECT_TYPE_BLINDNESS) { // "MALUS" variable fDC+= 3.0; } if (nType == EFFECT_TYPE_CONFUSED) { // "MALUS" variable fDC+= 1.0; } if (nType == EFFECT_TYPE_DAZED) { // "MALUS" variable fDC+= 1.0; } if (nType == EFFECT_TYPE_FRIGHTENED) { // "MALUS" variable fDC+= 1.0; } eEffect= GetNextEffect(oPC); } //DEBUG AssignCommand(GetEnteringObject(), SpeakString("After Spell effects..."+FloatToString(fDC))); /////// These commands check on some magic effects placed on equipped items int nCount=0; object oItem1= GetItemInSlot(INVENTORY_SLOT_HEAD, oPC); object oItem2= GetItemInSlot(INVENTORY_SLOT_NECK, oPC); object oItem3= GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC); object oItem4= GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC); object oItem5= GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); object oItem6= GetItemInSlot(INVENTORY_SLOT_ARMS, oPC); object oItem7= GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC); object oItem8= GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); object oItem9= GetItemInSlot(INVENTORY_SLOT_BELT, oPC); object oItem10= GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC); object oItem11= GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC); object oItem12= GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC); object oItem13= GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC); object oItem14= GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC); object oItem15= GetItemInSlot(INVENTORY_SLOT_BOOTS, oPC); if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_HASTE) && nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem1, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem2, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem3, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem4, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem5, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem6, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem7, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem8, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem9, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem10, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem11, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem12, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem13, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem14, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_TRUE_SEEING)) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_DARKVISION)&&GetIsNight()) { // "BONUS" variable fDC-= 1.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_HASTE)&& nHaste != 1) { // "MALUS" variable fDC+= 3.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_MASSIVE_CRITICALS)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_SPECIAL_WALK)) { // "MALUS" variable fDC+= 1.0; } if (GetItemHasItemProperty(oItem15, ITEM_PROPERTY_WEIGHT_INCREASE)) { // "MALUS" variable fDC+= 1.0; } //DEBUG AssignCommand(GetEnteringObject(), SpeakString("After item properties..."+FloatToString(fDC))); //////////////FEATS//////////////// ////////////variables////////////// if (GetHasFeat(FEAT_LIGHTNING_REFLEXES,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_IMPROVED_EVASION,oPC)) { // "BONUS" variable fDC-= 2.0; } if (GetHasFeat(FEAT_EVASION,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_STEALTHY,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_SKILL_FOCUS_SPOT,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_SKILL_AFFINITY_SPOT,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_EPIC_SKILL_FOCUS_SPOT,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_BLIND_FIGHT,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_ALERTNESS,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_EPIC_REFLEXES,oPC)) { // "BONUS" variable fDC-= 2.0; } if (GetHasFeat(FEAT_KEEN_SENSE,oPC)) { // "BONUS" variable fDC-= 1.0; } if (GetHasFeat(FEAT_EPIC_SUPERIOR_INITIATIVE,oPC)) { // "MALUS" variable fDC+= 2.0; } if (GetHasFeat(FEAT_EPIC_TOUGHNESS_1,oPC)) { // "MALUS" variable fDC+= 1.0; } if (GetHasFeat(FEAT_EPIC_TOUGHNESS_2,oPC)) { // "MALUS" variable fDC+= 1.0; } if (GetHasFeat(FEAT_TOUGHNESS,oPC)) { // "MALUS" variable fDC+= 0.5; } if (GetHasFeat(FEAT_THUG,oPC)) { // "MALUS" variable fDC+= 0.5; } //DEBUG AssignCommand(GetEnteringObject(), SpeakString("After feats..."+FloatToString(fDC))); //////////////SKILLS//////////////// /////////// variables ////////////// // "BONUS" variable if (GetStealthMode(oPC)== STEALTH_MODE_ACTIVATED) fDC-= 2.0; // "BONUS" variables int nTumble= GetSkillRank(SKILL_TUMBLE, oPC); if (nTumble >=1 && nTumble <= 5) fDC-= 0.5; else if (nTumble >= 6 && nTumble <=10) fDC-= 1.0; else if (nTumble >= 11 && nTumble <=15) fDC-= 1.5; else if (nTumble >= 16) fDC-= 2.0; // "BONUS" variables int nSpot= GetSkillRank(SKILL_SPOT, oPC); if (nSpot <= 1 && nSpot <= 5) fDC-= 0.5; else if (nSpot >= 6 && nSpot <=10) fDC-= 1.0; else if (nSpot >= 11 && nSpot <=15) fDC-= 1.5; else if (nSpot >= 20) fDC-= 2.0; // "BONUS" variables int nDisc= GetSkillRank(SKILL_DISCIPLINE, oPC); if (nDisc <= 1 && nDisc <= 5) fDC-= 0.5; else if (nDisc >= 6 && nDisc <=10) fDC-= 1.0; else if (nDisc >= 11 && nDisc <=15) fDC-= 1.5; else if (nDisc >= 20) fDC-= 2.0; // "BONUS" & "MALUS" variables int nDex= GetAbilityScore(oPC, ABILITY_DEXTERITY); if (nDex <= ![]() else if (nDex <= 9 && nDex <= 10) fDC+= 0.5; else if (nDex <= 11 && nDex <= 14) fDC-= 0.5; else if (nDex >= 15 && nDex <=1 ![]() else if (nDex >= 19 && nDex <=22) fDC-= 1.5; else if (nDex >= 23) fDC-= 2.0; //DEBUG AssignCommand(GetEnteringObject(), SpeakString("After skills..."+FloatToString(fDC))); ////////////////////////////// FINAL COMMANDS //////////////////////////////////// // These commands just handle the final DC to be made // ////////////////////////////////////////////////////////////////////////////////// // Transfer to int and output the final DC to obtain nDC= FloatToInt(fDC); // If the DC is way below 0 don't bother the player with it again if (nDC <= -6) { FloatingTextStringOnCreature("Whoa - Almost fell! This ice spot is tricky, but you're smarter! It will bother you no more!", oPC); SetLocalLocation(OBJECT_SELF, "NoMoreSlipOnThisIce", GetLocation(OBJECT_SELF)); SetLocalInt(oPC, "nNoMoreSlipOnIce", 1); return; } // Also, we don't want the DC to be below 0 if (nDC <= 0) nDC = 0; // Don't bother the player doing a DC this time if the DC is 0 if (nDC == 0) return; //DEBUG AssignCommand(GetEnteringObject(), SpeakString("On the end..."+FloatToString(fDC))); // Run the SCRIPT TO SLIP ON ICE with the variable nDC SlipOnIce(oPC, nDC); } |
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Gagate Voyageur Messages: 2 |
merci quand même, j'ai trouvé......
![]() ...... |
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Valmoer Novice ![]() Messages: 19 |
Si tu as trouvé, ce serait sympa de nous en faire profiter les autres.
Ca pourrait intéresser quelqu'un. (Moi, par exemple ) ![]() |
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