QUOTE (Nokoll @ Jan 23 2005, 19:39) | ||||
Срочно нужна помощь я написал скрипт где много наворотов всяких но скрипт не доделан до конца потому что я не знаю что делать с этой проблемой
; здесь не нужно, но почему эта проблема всегда вылезает?
Поставлено. Помогите коль кто может. Маленькая просьба можно по подробнее. ЗАРАНЕЕ СПАСИБО ВСЕМ!!!!!!!!!!!! |
QUOTE (Csardas @ Jan 22 2005, 04:07) |
Народ помогайте дайте скриптик, мне очень нужно чтобы НПК дерется с тобой и когда он будет присмерти начел разговор с РС помогите. |
QUOTE |
Я всегда HasItem пользуюсь, хоть там и одна строка, в проверках диалоговых на наличие вещи |
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void MyPentogramma(int nCutscene, object oPC, int iBeam, float fDur); |
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void main() { int nVisEffect; effect eCusEffect; object oPC = GetLastUsedBy(); nVisEffect = 511; //просто номер эффекта - не обращайте внимания!!! eCusEffect = EffectVisualEffect(nVisEffect); eCusEffect = SupernaturalEffect(eCusEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCusEffect, oPC); } |
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...т.е. возможно к.л. макаром всетаки указать в runscript аргумент для скрипта ? |
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//Имя файла my_functions.inc void KillHim(object Who); void KillHim(object Who) { DestroyObject(Who, 1); return; } |
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#include "my_functions" //ДО ф-ции main, БЕЗ указания расширения. void main() { ... object BadNPC = GetObjectByTag("BadPC"); KillHim(BadNPC); // Вызывается ф-ция, описанная в другом файле с указанием параметров. } |
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void main() { object oItem = GetItemActivated(); string tgItem = GetTag(oItem); object oTarget = GetItemActivatedTarget(); ExecuteScript(tgItem, oTarget); } |
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void main() { int nVisEffect; effect eCusEffect; object oPC = OBJECT_SELF; // !!!!!!! - Это будет тот, на кого палкой ткнули - !!!!!!! nVisEffect = 511; //просто номер эффекта - не обращайте внимания!!! eCusEffect = EffectVisualEffect(nVisEffect); eCusEffect = SupernaturalEffect(eCusEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCusEffect, oPC); } |
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object oPC = OBJECT_SELF; // !!!!!!! - Это будет тот, на кого палкой ткнули - !!!!!!! |
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... разве OBJECT_SELF не на того, кто палкой тыкал сработает ? |
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void main() { object oItem = GetItemActivated(); string tgItem = GetTag(oItem); object oTarget = GetItemActivatedTarget(); // <---- ExecuteScript(tgItem, oTarget); } |
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void main() { string sTemplate = "low_plc_loot"; string sTag = GetTag(OBJECT_SELF); location lLoc = GetLocation(OBJECT_SELF); CreateObject(OBJECT_TYPE_PLACEABLE, sTemplate, lLoc, TRUE, sTag); DestroyObject(OBJECT_SELF, 250.0); } |
QUOTE (Лито @ Jan 27 2005, 17:55) | ||
Как сделать так чтобы мешки с лутом исчезали через указанное время, например 250 секунд? Есть плэйс мешка на открытия которого стоит срипт генерации лута, с этим понятно, есть скрипт на смерть моба при испольнении скрипта создается заданый мешок, пробовал такой вариант :
Но мешок не дестроится, подскажите вариант лучше, три часа на это убил а результата не добился ![]() |
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object oItem = GetFirstItemInInventory(OBJECT_SELF); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(OBJECT_SELF); } |
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void Clear(object oBag = OBJECT_SELF) { object oItem = GetFirstItemInInventory(Bag); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(Bag); } DestroyObject(oBag,1.0); } void main() { string sTemplate = "low_plc_loot"; string sTag = GetTag(OBJECT_SELF); location lLoc = GetLocation(OBJECT_SELF); CreateObject(OBJECT_TYPE_PLACEABLE, sTemplate, lLoc, TRUE, sTag); DelayCommand(250.0,Clear(OBJECT_SELF)); } |
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void Clear(object oBag = OBJECT_SELF) { object oItem = GetFirstItemInInventory(oBag); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(oBag); } DestroyObject(oBag,1.0); } void main() { string sTemplate = "low_plc_loot"; string sTag = GetTag(OBJECT_SELF); location lLoc = GetLocation(OBJECT_SELF); CreateObject(OBJECT_TYPE_PLACEABLE, sTemplate, lLoc, TRUE, sTag); DelayCommand(10.0,Clear(OBJECT_SELF)); } |
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void Clear(object oBag = OBJECT_SELF) { object oItem = GetFirstItemInInventory(oBag); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(oBag); } DestroyObject(oBag,1.0); } void main() { string sTemplate = "low_plc_loot"; string sTag = GetTag(OBJECT_SELF); location lLoc = GetLocation(OBJECT_SELF); object oloot = CreateObject(OBJECT_TYPE_PLACEABLE, sTemplate, lLoc, TRUE, sTag); AssignCommand(oloot,DelayCommand(10.0,Clear(oloot))); } |
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//Scrip straha napadenie!! #include "x2_inc_cutscene" void main() { //////////////////////////////////////////////////////////////////////////////// //////////////:LICHNO MOI SCRIPT SPECALNO NAPISEN DLA NICITA://///////////////// //////////////////////////////////////////////////////////////////////////////// object oSauron = GetObjectByTag("Sauron"); object oGimli = GetObjectByTag("Gimli"); object oPC = GetPCSpeaker(); object oSau = GetWaypointByTag("Go_Sauron"); object oRc1 = GetObjectByTag("ORC_1"); object oRc2 = GetObjectByTag("ORC_2"); object oRc3 = GetObjectByTag("ORC_3"); object oRc4 = GetObjectByTag("ORC_4"); object oRc5 = GetObjectByTag("ORC_5"); object oRc6 = GetObjectByTag("ORC_6"); object oRc7 = GetObjectByTag("ORC_7"); object oRc8 = GetObjectByTag("ORC_8"); object oRc9 = GetObjectByTag("ORC_9"); object oRc10 = GetObjectByTag("ORC_10"); //Tochki Morshruta============================================================== object oWp1 = GetWaypointByTag("Go1"); object oWp2 = GetWaypointByTag("Go2"); object oWp3 = GetWaypointByTag("Go3"); object oWp4 = GetWaypointByTag("Go4"); object oWp5 = GetWaypointByTag("Go5"); object oWp6 = GetWaypointByTag("Go6"); object oWp7 = GetWaypointByTag("Go7"); object oWp8 = GetWaypointByTag("Go8"); object oWp9 = GetWaypointByTag("Go9"); object oWp10 = GetWaypointByTag("Go10"); //----------------------O Candelabr--------------------------------------------- object oHak = GetObjectByTag("Hakel1"); object oHak2 = GetObjectByTag("Hakrl2"); object oHak3 = GetObjectByTag("Hakrl3"); object oHak4 = GetObjectByTag("Hakrl4"); //----------------------O Camera Tochki----------------------------------------- object oCamera = GetWaypointByTag("Camera1"); object oCamera2 = GetWaypointByTag("Camera2"); object oCamera3 = GetWaypointByTag("Camera3"); //============================================================================== //==========================+Nicita the Lord of tne Ring+======================= //##############################=VISUAL EFFECT=################################# effect eVis1 = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE); effect eVis2 = EffectVisualEffect(VFX_IMP_DEATH); effect eVis3 = EffectVisualEffect(VFX_IMP_CHARM); effect eVis4 = EffectVisualEffect(VFX_DUR_PIXIEDUST); effect eVis5 = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT); effect eVis6 = EffectVisualEffect(VFX_DUR_LIGHT_YELLOW_20); effect eCutInv = EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY); effect eDed = EffectDeath(); //===========================SAMAA SLOZNNOA CHAST SCRIPTA======================= SetLocalInt(oPC, "CUT_SCEN_02", TRUE); SetLocalLocation(oPC,"START_POINT", GetLocation(oPC)); AssignCommand(oGimli, ActionPauseConversation()); AssignCommand(oGimli, ClearAllActions()); AssignCommand(oSauron, ActionJumpToObject(oSau)); FadeToBlack(oPC, FADE_SPEED_FASTEST); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCutInv, oPC, 41.0); //////////////////////////////////////////////////////////////////////////////// ////////////////////////////CAMERA MOTOR POEXALI//////////////////////////////// //////////////////////////////////////////////////////////////////////////////// SetCutsceneMode(oPC); SetAILevel(oSau, AI_LEVEL_HIGH); DelayCommand(1.0, AssignCommand(oPC, JumpToObject(oCamera))); DelayCommand(1.5, AssignCommand(oPC, SetCameraFacing(10.0, 12.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP))); DelayCommand(2.0, FadeFromBlack(oPC, FADE_SPEED_MEDIUM)); DelayCommand(3.5, AssignCommand(oPC, SetCameraFacing(10.0, 20.0, 40.0, CAMERA_TRANSITION_TYPE_SLOW))); ActionWait(5.5); DelayCommand(4.0, AssignCommand(oSauron, SpeakString("VAM CANEC!!"))); DelayCommand(5.5, AssignCommand(oSauron, SpeakString("Nu Chtoz (ORCI)!!!"))); //////////////////////////////////////////////////////////////////////////////// //////////////////////:ORCI POBEHALI SUDA SLUSAAS SAURONA!:///////////////////// //============================================================================// DelayCommand(6.0, AssignCommand(oRc1, ActionForceMoveToObject(oWp1, TRUE, 1.0, 7.0))); DelayCommand(6.5, AssignCommand(oRc2, ActionForceMoveToObject(oWp2, TRUE, 1.0, 7.0))); DelayCommand(7.0, AssignCommand(oRc3, ActionForceMoveToObject(oWp3, TRUE, 1.0, 7.0))); DelayCommand(7.5, AssignCommand(oRc4, ActionForceMoveToObject(oWp4, TRUE, 1.0, 7.0))); DelayCommand(8.0, AssignCommand(oRc5, ActionForceMoveToObject(oWp5, TRUE, 1.0, 7.0))); DelayCommand(8.5, AssignCommand(oRc6, ActionForceMoveToObject(oWp6, TRUE, 1.0, 7.0))); DelayCommand(9.0, AssignCommand(oRc7, ActionForceMoveToObject(oWp7, TRUE, 1.0, 7.0))); DelayCommand(9.5, AssignCommand(oRc8, ActionForceMoveToObject(oWp8, TRUE, 1.0, 7.0))); DelayCommand(10.0, AssignCommand(oRc9, ActionForceMoveToObject(oWp9, TRUE, 1.0, 7.0))); DelayCommand(10.5, AssignCommand(oRc10, ActionForceMoveToObject(oWp10, TRUE, 1.0, 7.0))); ActionWait(5.5); //===========================CAMERA ZANOVES===================================== DelayCommand(11.0, AssignCommand(oPC, ClearAllActions())); DelayCommand(11.5, FadeToBlack(oPC, FADE_SPEED_FASTEST)); DelayCommand(12.0, AssignCommand(oPC, JumpToObject(oCamera2))); DelayCommand(13.6, AssignCommand(oPC, SetCameraFacing(130.0, 10.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP))); ActionWait(5.5); DelayCommand(14.5, FadeFromBlack(oPC, FADE_SPEED_MEDIUM)); DelayCommand(15.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis1, oSauron, 6.0)); DelayCommand(15.5, AssignCommand(oSauron, SpeakString("BLA CHTO ETO BALO?"))); DelayCommand(16.0, AssignCommand(oSauron, SpeakString("O SAURON POMOGI MNE!!!"))); DelayCommand(16.5, AssignCommand(oSauron, ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP, 0.9, 3.0))); DelayCommand(17.0, AssignCommand(oPC, SetCameraFacing(130.0, 10.0, 40.0, CAMERA_TRANSITION_TYPE_SNAP))); ActionWait(5.5); //ACtive Hakel DelayCommand(17.5, AssignCommand(oHak, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(18.0, AssignCommand(oHak2, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(18.5, AssignCommand(oHak3, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(19.0, AssignCommand(oHak4, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); //----------------------------------------------------------------------------------- DelayCommand(20.0, AssignCommand(oSauron, SpeakString("SMERT TEBE"))); ActionWait(5.5); //----------------------------------------------------------------------------------- //////////////////////////////////////////////////////////////////////////////// ////////////////////OTDELNOI SCRIPT PO POAVLENIU SMERTI///////////////////////// //////////////////////////////////////////////////////////////////////////////// effect eVis = EffectVisualEffect(VFX_DUR_GHOSTLY_VISAGE); location lLoc = GetLocation(GetNearestObjectByTag("WP_Morag")); object oMorag = CreateObject(OBJECT_TYPE_CREATURE,"Morag",lLoc,TRUE); ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_LOS_EVIL_20),lLoc); ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eVis,oMorag); //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// DelayCommand(20.5, AssignCommand(oSauron, SpeakString("XA XA XA!!"))); //------------------------------------------------------------------------------ effect eMor = EffectVisualEffect(VFX_DUR_FLIES); effect eMor2 = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10); location lLoc3 = GetLocation(GetNearestObjectByTag("Gop")); location lLoc4 = GetLocation(GetNearestObjectByTag("Gop")); object oHabas = CreateObject(OBJECT_TYPE_CREATURE,"Habas",lLoc3,TRUE); object oHabas2 = CreateObject(OBJECT_TYPE_CREATURE,"Habas",lLoc4,TRUE); ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_LOS_EVIL_20),lLoc3); ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_LOS_EVIL_20),lLoc4); ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eVis,oHabas); //------------------------------------------------------------------------------ DelayCommand(21.0, AssignCommand(oSauron, SpeakString("You Kill him!!"))); DelayCommand(22.5, AssignCommand(oRc1, SpeakString("Ecc Gospadin"))); DelayCommand(23.0, AssignCommand(oRc1, ActionForceMoveToObject(oGimli, TRUE, 1.0, 7.0))); DelayCommand(25.0, AssignCommand(oPC, ClearAllActions())); ActionWait(5.5); DelayCommand(25.6, AssignCommand(oPC, SetCameraFacing(130.0, 10.0, 40.0, CAMERA_TRANSITION_TYPE_SLOW))); ActionWait(5.5); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis3, oGimli, 90.5); DelayCommand(90.9, AssignCommand(oGimli, SpeakString("A A A A A"))); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDed, oGimli, 90.5); DelayCommand(90.10, AssignCommand(oPC, SpeakString("you dead"))); DelayCommand(10.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_TALK_FORCEFUL, 0.9, 5.0))); DelayCommand(90.6, AssignCommand(oSauron, SpeakString("A Xa xa xa"))); DelayCommand(27.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_TALK_LAUGHING, 0.9, 5.0))); } |
Neverwinter Script Source |
DelayCommand(17.5, AssignCommand(oHak, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(18.0, AssignCommand(oHak2, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(18.5, AssignCommand(oHak3, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(19.0, AssignCommand(oHak4, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); А они зажигаются все сразу, причем зажечься они должны пока сароман стоит на коленях DelayCommand(16.0, AssignCommand(oSauron, SpeakString("O SAURON POMOGI MNE!!!"))); DelayCommand(16.5, AssignCommand(oSauron, ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP, 0.9, 3.0))); |
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object IPDyeArmor( object oItem, int nColorType, action nColor ); |
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З.Ы. Кстати, почему именно на шардах? Что ты имеешь ввиду? Не скрытые цвета случайно? |
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//:://///////////////////////////////////////////// //:: Created By: MasterMage © //:: Created On: 30.01.05 //:://///////////////////////////////////////////// #include "nw_i0_plot" void main() { object oPC=GetLastAttacker(); object oNPC=GetObjectByTag("Deron"); object oItem=GetObjectByTag("ss"); if (GetCurrentHitPoints(oNPC)<10) { if(HasItem(oNPC,"ss")) { SurrenderToEnemies(); ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectParalyze(),oNPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectKnockdown(),oNPC); } else { SetImmortal(oNPC,FALSE); } } } //ставь бессмертие на НПС, чтобы он не умер, а остался с 1 хп |
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if (GetCurrentHitPoints(oNPC)<10) |
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GetHitDice |
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//:://///////////////////////////////////////////// //:: Created By: MasterMage © //:: Created On: 30.01.05 //:://///////////////////////////////////////////// void main() { object oPC=GetEnteringObject(); object oRing=GetObjectByTag("Ring"); object oNPC=GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC, oPC,1,CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC); effect eEf=EffectInvisibility(INVISIBILITY_TYPE_DARKNESS); //когда ты входишь в локацию,PC одевает кольцo AssignCommand(oPC,ActionEquipItem(oRing,INVENTORY_SLOT_LEFTRING)); // Затем PC становитсja невидимым ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEf,oPC); // Затем все ближайшие НПС становjaтсja к PC нейтральны ChangeToStandardFaction(oNPC,STANDARD_FACTION_COMMONER); // у них чистjaтс действиja AssignCommand(oNPC,ClearAllActions()); } |
Neverwinter Script Source |
DelayCommand(18.0, AssignCommand(oHak2, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(18.5, AssignCommand(oHak3, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); DelayCommand(19.0, AssignCommand(oHak4, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, 0.9, 5.0))); |
QUOTE (Lemegeton @ Jan 27 2005, 19:15) |
ХБ халявит еще как! Он раз в 7-10 секунд происходит на локации, где нет других игроков. По крайней мере, не в серверной версии... |
QUOTE |
у тебя слишком маленькое время...18,5, 19,0 отличаются по времени в половину секунды...Это даже не чувствуется АЛЕЕЕЕ поэтому все так быстро....надо на фразу, чтоб прочитать как минимум 4,0 секунды, а у тебя опять же |
QUOTE |
//когда ты входишь в локацию,PC одевает кольцo AssignCommand(oPC,ActionEquipItem(oRing,INVENTORY_SLOT_LEFTRING)); // Затем PC становитсja невидимым ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEf,oPC); |
Neverwinter Script Source |
//:://///////////////////////////////////////////// //:: Created By: MasterMage © //:: Created On: 1.02.05 //:://///////////////////////////////////////////// void main() { object oPC=GetEnteringObject(); object oNPC=GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC,oPC,1, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC); effect eEf=EffectInvisibility(INVISIBILITY_TYPE_IMPROVED); if(GetTag(oItem)=="Ring") { AssignCommand(oPC,ActionEquipItem(oRing,INVENTORY_SLOT_LEFTRING)); // Затем PC становитсja невидимым ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEf,oPC); // Затем все ближайшие НПС становjaтсja к PC нейтральны ChangeToStandardFaction(oNPC,STANDARD_FACTION_COMMONER); // у них чистjaтс действиja AssignCommand(oNPC,ClearAllActions()); } } // ставишь на модуль в слот onAcquirelItem, но не ЗАМЕНЯЯ, А РЕДАКТИРУЕШЬ ВОТ ТАК: |
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//:://///////////////////////////////////////////// //:: Example XP2 OnItemAcquireScript //:: x2_mod_def_aqu //:: © 2003 Bioware Corp. //::////////////////////////////////////////////// /* Put into: OnItemAcquire Event */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-07-16 //::////////////////////////////////////////////// #include "x2_inc_switches" #include "nw_i0_plotwizard" void main() { object oIt = GetModuleItemAcquired(); // PLOT WIZARD MANAGED CODE BEGINS PWSetMinLocalIntAndJournalForItemAcquired("p000state", "p000", 3, "Kamen", 150); if (GetTag(oIt)=="SKLEP_BOOK") { SetLocalInt(GetEnteringObject(),"p002began",3); AddJournalQuestEntry("p002",3,GetEnteringObject()); } else if (GetTag(oIt)=="pp_pismo") { object oDoor=GetObjectByTag("PP_DOM3"); SetLocalInt(GetEnteringObject(),"ppMain_began",1); AddJournalQuestEntry("ppMain",1,GetEnteringObject()); SetLocked(oDoor,FALSE); } else if(GetTag(oIt)=="PISMO_NACHALO") { SetLocalInt(GetEnteringObject(),"ppMain_began",2); AddJournalQuestEntry("ppMain",2,GetEnteringObject()); } else if(GetTag(oIt)=="Ring") { object oPC=GetEnteringObject(); object oNPC=GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC,oPC,1, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC); effect eEf=EffectInvisibility(INVISIBILITY_TYPE_IMPROVED); AssignCommand(oPC,ActionEquipItem(oIt,INVENTORY_SLOT_LEFTRING)); // Затем PC становитсja невидимым ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEf,oPC); // Затем все ближайшие НПС становjaтсja к PC нейтральны ChangeToStandardFaction(oNPC,STANDARD_FACTION_COMMONER); // у них чистjaтс действиja AssignCommand(oNPC,ClearAllActions()); } // PLOT WIZARD MANAGED CODE ENDS object oItem = GetModuleItemAcquired(); // * Generic Item Script Execution Code // * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module, // * it will execute a script that has the same name as the item's tag // * inside this script you can manage scripts for all events by checking against // * GetUserDefinedItemEventNumber(). See x2_it_example.nss if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE) { SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACQUIRE); int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF); if (nRet == X2_EXECUTE_SCRIPT_END) { return; } } } |
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object oPC=GetEnteringObject(); object oNPC=GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC,oPC,1, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC, CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_NOT_PC); effect eEf=EffectInvisibility(INVISIBILITY_TYPE_IMPROVED); // Затем PC становитсja невидимым ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEf,oPC); // Затем все ближайшие НПС становjaтсja к PC нейтральны ChangeToStandardFaction(oNPC,STANDARD_FACTION_COMMONER); // у них чистjaтс действиja AssignCommand(oNPC,ClearAllActions()); } |
QUOTE |
Nokoll прости, я соооооовсем обезумел..надо не на тот слот и не такой скрипт.........Люди!!! Чаго-то я соовсем........поправлю.....погоди до вечера |