She looks a lot like a Zebra Girl demon now.
When she tries to hide in her oversized coat! XD
I suggest you start at page 1. It updates slowly, but it's great!
She looks a lot like a Zebra Girl demon now.
When she tries to hide in her oversized coat! XD
I suggest you start at page 1. It updates slowly, but it's great!
Even as we write on this forum, they are preparing a new ponie subrace for Arabel characters!
Congratulations Matriarch!
Updated so that it compiles correctly when you plug this script directly in a blank module.
You forgot some brackets on your while loop and I made some other corections.
It might not fix everything, but you can give this script a shot!
void main()
{
// Define needed variables and determine which waypoint will fire on heartbeat
string sWaypointTag = "fire_swamp00" + IntToString(d3(1));
object oBurstPoint = GetWaypointByTag(sWaypointTag);
// Define Effects VFX and Damage
effect eBurst = EffectVisualEffect(VFX_DUR_INFERNO, FALSE);
effect eDamage = EffectDamage(d4(), DAMAGE_TYPE_FIRE, DAMAGE_POWER_NORMAL);
// Apply Initial Burst Effect -- It is not ending for some reason why?
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eBurst, GetLocation(oBurstPoint), 3.0);
// Now see if a PC is near enough to the Burst to receive damage.
float fRadius = 1.5;
object oBurstTarget = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, GetLocation(oBurstPoint), FALSE, OBJECT_TYPE_CREATURE);
while(oBurstTarget != OBJECT_INVALID)
{
//Saving Throw?
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBurst, oBurstTarget, 3.0);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oBurstTarget);
}
//Check for next target
oBurstTarget = GetNextObjectInShape(SHAPE_SPHERE, fRadius, GetLocation(oBurstPoint), FALSE, OBJECT_TYPE_CREATURE);
}
}
You could do it I guess, but it sounds kind of complicated for a detail.
You'll have to rescript a bunch of monetary functions like (or make an equivalent for your currency system):
GetGold Gets the amount of gold that a creature possesses.
GetGoldPieceValue Determines the value of an item in gold pieces.
GetReactionAdjustment Gets the adjusted Reaction for the purposes of store pricing.
GetStoreGold Returns the amount of gold a store currently has
GetStoreIdentifyCost Determines how much a store charges to identify items
GetStoreMaxBuyPrice Gets the maximum amount a store will pay for any item
GiveGoldToAll Gives an amount of gold to each PC in a PC's party
GiveGoldToAllEqually Divides a given amount of gold equally among PCs in a PC's party
GiveGoldToCreature Creates the specified amount of gold on the creature.
HasGold Determines if a player has more than a certain amount of gold on them.
RewardGP Gives gold as a reward to a player and possible their party members.
RewardPartyGP Give gold to PC or PC's entire party
SetStoreGold Sets the amount of gold a store has
SetStoreMaxBuyPrice Sets the maximum amount a store will pay for any item
TakeGold Removes a given amount of gold from the targets inventory, and optionally removes it from the game.
TakeGoldFromCreature Takes a specified amount of gold away from a creature.
NWN was really based to work with gold pieces only.
If this is for RP purpose here is what I suggest. Use the NWN system, but consider that gold pieces are copper pieces. Whenever a merchant says it will cost you a silver piece, take 10(nwn)gp, whenever he asks for a gold piece, take 100(nwn)gp. Don't forget to add price multipliers in your shops (for buying and selling) to adjust it to the price you want.
There's also an option to save your character somewhere in the crafting menu.
You can always use a polymorph effects, but that might cause some problems with spellcasting and equiping weapons.
A friend told me those wise words once.
"Guys, when I reach the bottom of the hole, hand me a shovel"
Oh and welcome Batman.
Conversation between scripters. One sentence written/2 years. I don't think my repply was ever read XD
// These messages are not as important, they are sent to the debug PC if the debug mode has been activated.
void DebugMessage(string sMsg, int iLevel = 0)
{
//Azz: I don't see a reason not to write this to the log.
//Agrafes: Because it generates a ton of stuff?
//Snowy: We should try to take out DebugMessage from scripts that were debugged then.
WriteTimestampedLogEntry("DEBUG:" + sMsg);