01-12-2004, 04:29 PM | #241 |
FFR Player
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Bless me little hobbit feet, Mr. Frodo!
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01-12-2004, 04:39 PM | #242 |
FFR Player
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2. step. Never put your ring on on, or Ring Wraiths will come and stab you to death, with Knives. Pointy Knives! Filled with the fires of 1000 evils.
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01-12-2004, 04:48 PM | #243 |
FFR Player
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llamas r great with peanut butter
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01-12-2004, 05:16 PM | #244 |
FFR Player
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-How they hell did we get over here?
-plot device, Mr Frodo, plot device |
01-13-2004, 07:26 PM | #245 |
FFR Player
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I hate homework. O_o
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I still exist... |
01-13-2004, 07:50 PM | #246 |
FFR Player
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dude...........wheres my car?
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01-14-2004, 11:43 AM | #247 |
FFR Player
Join Date: Oct 2003
Location: Where do you THINK I live?
Posts: 1,599
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a cow says 'BAAAAAAAH', a sheep says *quack* *quack*, and a duck says 'MOOOOOOO'
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Afrobean16 (8:58:05 PM): you're evil incarnate |
01-14-2004, 05:57 PM | #248 |
FFR Player
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if you were another sheep, would you do it with another sheep?
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01-14-2004, 07:10 PM | #249 |
FFR Player
Join Date: Oct 2003
Location: Clementines own and you know it.
Posts: 113
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when you say "lol"do you actually laugh out loud?
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If fedex and ups merged theyd be fedup *sarcastic laugh* fine Ill shutup |
01-14-2004, 11:24 PM | #250 |
FFR Player
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"This fucker's not one of us! He said he'd do it with a sheep!"
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01-15-2004, 11:00 AM | #251 |
FFR Player
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yo
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01-15-2004, 12:54 PM | #252 | |
FFR Player
Join Date: Oct 2003
Location: Where do you THINK I live?
Posts: 1,599
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...
Quote:
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Afrobean16 (8:58:05 PM): you're evil incarnate |
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01-15-2004, 12:55 PM | #253 |
Summer!!
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how do you play this game
too lazy to look on page 1
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01-15-2004, 01:01 PM | #254 |
FFR Player
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oops i did it again
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I still exist... |
01-15-2004, 01:04 PM | #255 |
Summer!!
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like omg omg fo realz fo realz
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01-15-2004, 05:07 PM | #256 |
FFR Player
Join Date: Oct 2003
Location: Where do you THINK I live?
Posts: 1,599
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cout<<"hello";
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Afrobean16 (8:58:05 PM): you're evil incarnate |
01-15-2004, 08:02 PM | #257 |
FFR Player
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i can't think of anything right now.
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01-16-2004, 05:57 AM | #258 |
Summer!!
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#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 }
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01-16-2004, 06:02 AM | #259 |
Banned
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*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()); } |
01-16-2004, 07:29 AM | #260 |
Summer!!
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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?
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