glovemaster Posted May 25, 2013 Share Posted May 25, 2013 A while back (2008 to be precise) I wrote this script for module building, a debugging function in addition to several useful functions which I figure will be more useful to you guys than myself now - It's been a while but IIRC it compiles fine - you just need to use the line: [color="DarkOrchid"]#include "gm_include"[/color] Luckily I documented it, I'm pretty good at forgetting what I write these for so feel free to pick it apart /* :: Written by Glovemaster - 26/12/08 :: Quanon and Glovemaster's Scrapyard Games Modification [color="DarkOrchid"]gm_include.nss[/color] */ // Declaring functions... So I can use each function in each [color="Lime"]void debug(string Message, int Time = FALSE); vector getRandomVector(float fDistance); void applyEffectNearObject(int DURATION_TYPE, effect eEffect, object oTarget, float fDistance = 1.0, float fDur = 0.0); void createVisualEffectsArc(float fDuration, object oStart, location lTarget, int iEffect, int isBeam = TRUE); int calculateDamage(int nDice, int nDiceSize); float locationToObject(location lPoint, object oTo); void checkWeaponSlotsForItem(object oCheck, string itemTag, int requiredCert);[/color] [color="Cyan"]/* -[ debug ]--------------------------------------------------- Sends a message to the Party Leader for debugging purposes, generally to see if some "if" statement has triggered or not. ------------------------------------------------------------- */[/color] void debug(string Message, int Time = FALSE) { string TimeNote = ""; if (Time) { int Hour = GetTimeHour(); int Minute = GetTimeMinute(); int Second = GetTimeSecond(); TimeNote = (Hour < 10 ? "0" : "") + IntToString(Hour) + ":" + (Minute < 10 ? "0" : "") + IntToString(Minute) + ":" + (Second < 10 ? "0" : "") + IntToString(Second) + " "; } SendMessageToPC(GetFirstPC(), "[ DEBUG " + TimeNote + "]" + Message); AurPostString("[ DEBUG " + TimeNote + "]" + Message, 0, 0, 5.0); // Removed I assume, since AFAIK it does nothing. } [color="Cyan"]/* -[ getRandomVector ]----------------------------------------- Get a random vector within fDistance. This is because GetRandomDestination actually only generates 5 random destinations and looks crappy in the effect I was going for. ------------------------------------------------------------- */[/color] vector getRandomVector(float fDistance) { float fAngle = IntToFloat((Random(361) + (Random(100) / 100))); // Pretty damn random. vector vRandom = AngleToVector(fAngle); // Annoyingly, vectors can't be multiplyed in KotOR ¬.¬ well I get a compile error so we'll just play it this way: vRandom.x = vRandom.x * fDistance; vRandom.y = vRandom.y * fDistance; return vRandom; } [color="Cyan"]/* -[ applyEffectNearObject ]----------------------------------- EffectBeam() when set to miss, doesn't actually miss. Or do anything at all for that matter, Therefore we need to create a function that does. Also, apparently you can't apply EffectBeam() to a location? Well we'll use nodes anyway. ------------------------------------------------------------- */[/color] void applyEffectNearObject(int DURATION_TYPE, effect eEffect, object oTarget, float fDistance = 1.0, float fDur = 0.0) { vector vAdd = AngleToVector(GetFacing(oTarget) - 180.0); vAdd.x = (vAdd.x * fDistance); vAdd.y = (vAdd.y * fDistance); vector vNear = getRandomVector(1.0) + vAdd; object oNode = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_invisible", Location(vNear, 0.0)); AssignCommand(oNode, DestroyObject(oNode, (fDur + 1.0))); ApplyEffectToObject(DURATION_TYPE, eEffect, oNode, fDur); } [color="Cyan"]/* -[ createVisualEffectsArc ]---------------------------------- Creates an arc of nodes, works better as a beam but over a short distance then its fine to use visual effects. Lightning is advised for this as it does not "bend" in an ugly way. I initially used this for fire but it was rather crude. ------------------------------------------------------------- */[/color] void createVisualEffectsArc(float fDuration, object oStart, location lTarget, int iEffect, int isBeam = TRUE) { // Right then, we'll have 10 nodes making up the arc. object oNode, oNode1, oNode2, oNode3, oNode4, oNode5, oNode6, oNode7, oNode8, oNode9, oNode10; float fDistanceOver = locationToObject(lTarget, oStart); float fGap = fDistanceOver / 10; // Get the direction to create the arc and change magnitude of the vector to fGap. vector vDir = GetPosition(oStart) - GetPositionFromLocation(lTarget); vDir = AngleToVector(VectorToAngle(vDir)); // Seems wierd, I know vDir.x = vDir.x * fGap; vDir.y = vDir.y * fGap; // Lets get those nodes made then. vector vPos; float fHeight = 1.8; int i; for(i = 1; i <= 10; i++) { // Set the node's height. if(i <= 4) { // Going up. fHeight += 1.0; // Up 1m each time. } else if(i >= 6) { // Going down. fHeight -= 1.45; // Down 65cm each time. By my maths: 20cm * 4 is 80cm + our 1.8m is 2.6m // divided by 4 more steps and we get 65cm? BTW unto the Americans: // its MATHS not MATH you illiterate f*$@ers. -.- } vPos = vDir; vPos.x = vPos.x * i; vPos.y = vPos.y * i; vPos.z = fHeight; oNode = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_invisible", Location(vPos, 0.0)); AssignCommand(oNode, DestroyObject(oNode, fDuration + 1.0)); // If only KotOR had arrays. ¬.¬ if(i == 1) oNode1 = oNode; else if(i == 2) oNode2 = oNode; else if(i == 3) oNode3 = oNode; else if(i == 4) oNode4 = oNode; else if(i == 5) oNode5 = oNode; else if(i == 6) oNode6 = oNode; else if(i == 7) oNode7 = oNode; else if(i == 8) oNode8 = oNode; else if(i == 9) oNode9 = oNode; else if(i == 10) oNode10 = oNode; } if(isBeam) { effect eBeam = EffectBeam(iEffect, oNode1, BODY_NODE_CHEST); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode2, fDuration); eBeam = EffectBeam(iEffect, oNode2, BODY_NODE_CHEST); DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode3, fDuration)); eBeam = EffectBeam(iEffect, oNode3, BODY_NODE_CHEST); DelayCommand(0.4, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode4, fDuration)); eBeam = EffectBeam(iEffect, oNode4, BODY_NODE_CHEST); DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode5, fDuration)); eBeam = EffectBeam(iEffect, oNode5, BODY_NODE_CHEST); DelayCommand(0.8, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode6, fDuration)); eBeam = EffectBeam(iEffect, oNode6, BODY_NODE_CHEST); DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode7, fDuration)); eBeam = EffectBeam(iEffect, oNode7, BODY_NODE_CHEST); DelayCommand(1.2, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode8, fDuration)); eBeam = EffectBeam(iEffect, oNode8, BODY_NODE_CHEST); DelayCommand(1.4, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode9, fDuration)); eBeam = EffectBeam(iEffect, oNode9, BODY_NODE_CHEST); DelayCommand(1.6, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oNode10, fDuration)); } else { effect eVis = EffectVisualEffect(iEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode1, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode2, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode3, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode4, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode5, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode6, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode7, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode8, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode9, fDuration); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oNode10, fDuration); } } [color="Cyan"]/* -[ calculateDamage ]----------------------------------------- Calculates damage to deal using nDice amount of dice with nDiceSize faces. ------------------------------------------------------------- */[/color] int calculateDamage(int nDice, int nDiceSize) { // Calculate a reasonable amount of damage to deal. int iDamage = 0; // Start off, no damage. switch(nDiceSize) { case 2: iDamage = d2(nDice); break; case 3: iDamage = d3(nDice); break; case 4: iDamage = d4(nDice); break; case 6: iDamage = d6(nDice); break; case 8: iDamage = d8(nDice); break; case 10: iDamage = d10(nDice); break; case 12: iDamage = d12(nDice); break; case 20: iDamage = d20(nDice); break; case 100: iDamage = d100(nDice); break; default: iDamage = Random(nDice * nDiceSize) + 1; // Otherwise just get a random number. if (iDamage < nDice) iDamage = nDice; // Not too low ofc. XD break; } return iDamage; } [color="Cyan"]/* -[ locationToObject ]---------------------------------------- Just a quick GetDistanceBetweenLocations() only with a location and an object. ------------------------------------------------------------- */[/color] float locationToObject(location lPoint, object oTo) { location lTo = GetLocation(oTo); return GetDistanceBetweenLocations(lPoint, lTo); } [color="Red"]/* -[ checkWeaponSlotsForItem ]--------------------------------- Checks certain weapons slots for an item with itemTag, this is for Scrapyard Games only. ------------------------------------------------------------- */ // Cut this one out since it relied on global vars for SG[/color] I've also included the Notepad++ Syntax User Defined Language I threw together to help with writing your scripts. And also wish you all the best with modding and I'm glad to see this community is still going Notepad++ Syntax.zip Link to comment Share on other sites More sharing options...
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