As requested, a library of my scripts in no particular order.
Key:
wm_ -- WilliMortis (my tag)
oe_ -- OnEnter
c_ -- Conversation
jtw_ -- Jump To Waypoint
swp_ -- Set Waypoint
ac_ -- Accept
Scripts: Pre 17 july 08
Name:
mt_lacricurse_en -- Applies "curse effects" on enter (Lacrimosus)
mt_lacricurse_ex -- Removes "curse effects" on exit (Lacrimosus)
wm_lightson -- Controls Lighting effects within Kel's house
wm_lightsoff -- Controls lighting effects within Kels house
wm_nexthead -- for use during the hairdressing scripts, this, as suggested, sets the PC's head to the next one along. This change isn't permanent.
wm_lasthead -- as above, but previous head.
wm_accept -- changes the PC's head from what it once was, to the one they had scrolled to with the use of the next and previous buttons, and deducts 60 gold. If they don't have 60 gold, nothing happens.
wm_cancel -- Cancels the changes made to the head with the next and previous buttons with no cost deduction.
wm_ac_RACE (eg wm_ac_elves) -- "text appears when" race is
RACE, for use in conversation files.
Scripts: Post 17 July 08
wm_onactive: --
NO LONGER VALID, DO NOT IMPORT
wm_gtrecall -- Stores a place on the greater teleport wand -- THIS IS NOT IMPORTED YET
wm_wandrecall -- Recalls the holder of the wand to their stored location -- THIS IS NOT IMPORTED YET
wm_wandrecall3 -- Recalls targeted object to the holders stored location -- THIS IS NOT IMPORTED YET
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wm_
ItemType - Example: wm_blunt. These are used on "TextAppearsWhen" in the conversation file, and are used to determine whether or not a merchant has something for sale. They check for the integer on the owner of the conversation file. (OBJECT_SELF)
wm_chk_goldprice: -- Checks whether the PC has more than or equal to a preset gold type. Used on "TextAppearsWhen" in conversations
wm_angrymerch: -- Sets an integer on the merchant for 3 minutes, if spoken to within this time period, anyone who speaks to the merchant will be set upon by guards, thanks to that one person who irritated him with their rubbish intimidation check!
wm_spawnguards: -- Once angry merchant is set, three guards will spawn and attack if he is spoken to again within the next three minutes. This separates the guards into their correct area (example if the merchant is in solinar, then solinar guards will appear)
wm_stk_wc1 - wc15: - 15 different varied gold prices for items displayed on the conversation.
wm_str_buyitem: - Takes gold (set above) from the player, and spawns an item onto them via stref (see below)
wm_str_buyitem2: - Takes gold (set above) from the player, and spawns 50 of an item onto them via stref (see below), for use with thrown weapons.
wm_str_buyitem3: - Takes gold (set above) from the player, and spawns 99 of an item onto them via stref (see below), for use with arrows, bolts, bullets.
wm_stref_
ITEMNAME: - Stores the ResRef Blueprint of an item in a variable for spawning on a PC.
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Changes to x2_s0_grrestore have been made to remove "soulstones" from inventory after cast providing that a "Red Lotus Flower Petal" is in inventory.
Changes to respawn system, each is sent to Noch'doran (or w/e) on respawn, and from there are able to speak to Zanbaru and return to their respawn location with a soulstone. (lw_modulerespawn)
Coming changes to the XP system (Private, of course
) (lw_functions)
Scripts: August 08
wm_npc_x -- Triggers something to do with the NPC Randomizer wand, be that storing an integer, setting levels, applying immunities, shifting between heads, changing hair or skin colour and toggling tattoos.
Erfs: Post 17 July 08
wm_7_ststor_v2 -- This contains the starting conversation and adjusts integers set to only make it so that those who are greater than level three (3001 xp and above) cannot access the store. Those who are less than or equal to level three, may opt to buy from the store, or select to become level three providing that they have never been above level three before (In which case, they will already have some resemblance of gear)
wm_7_cwpnspl_v1 -- This contains the edited scripts for the spells that target weapons with changes that allow them to have an effect on CEP weapons. This includes: Heavy Mace, Falchion (1 and 2), Mercurial Longsword, Punching Daggers, Sai, Nun chucks, Assassins Dagger, Longsword 2 and so forth. ((Already in place))
wm_7_kelshouse_v1 -- Contains light control scripts and of course the area for the Lacrimosus City - "Unhallowed Tower - Mortanis". This .erf also contains the following fixes to the scripts mt_lacricurse(both enter and exit):
wm_7_lacrifix_v1 -- Contains fixes for the Lacrimosus curse to reduce the spontanous removal of the curse when some one (not yourself) leaves or enters. Also stops the script from effecting level 1 player characters so that they can roam freely should they desire. Also gets rid of the stacking effect that once occured.
wm_7_ststor_v2 -- Contains changes to the start script to allow people to start only in the crossroads and their racial starting positions (Morinsen, Elmensfaar, Rivenwood)
wm_7_stnbns2 -- Strange occurances with the Stone Bones spell seemed to give undead +40 AC. This .erf contains a fix for that issue.
wm_7_shops_v3: - Contains the new "Blacksmith/shopping" scripts which allow people to buy things via conversation.
Scripts: Other
Spell Changes to all Sorcery/Wizardry spells include 1/4 of your Pale Master levels for those spells which are not Necromancy based, and 1/2 for those that are. This applies to Duration and Caster Level.
All summoning spells have been reworked to provide better summons, likely to be re-reworked soon to match the new server setting.
I have edited and tweaked the Flame Weapon, Bless Weapon, Holy Sword, Keen Edge, Magic Weapon, Greater Magic Weapon and Blade Thirst spells to cling to CEP2.0 weapons. Sadly, this cannot be done with feats as it would require .2da editing and another hak to the server (more lag)