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1. 把nwm下的XP2_Chapter1.nwm移到modules下,改名为XP2_Chapter1.mod
2. 用toolset打开,忽略XP1关于模组的提示
3. 在Area列表里找到Waterdeep - Yawning Portal - Second Floor,单击右键,选“属性”
4. 在“事件”选项卡里找到“OnEnter”事件,编辑q2a_enter_rooms
5. 注释掉下面的两部分脚本,另存为q2a_enter_rooms_:
while (GetIsObjectValid(oItem) == TRUE)
{
if (GetObjectType(oItem) == OBJECT_TYPE_ITEM)
{
CopyItem(oItem, oContainer);
SetPlotFlag(oItem, FALSE);
DestroyObject(oItem, 0.1);
}
oItem = GetNextObjectInArea(oArea);
}
......
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_BELT, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_BOOTS, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_NECK, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
oGear = GetItemInSlot(INVENTORY_SLOT_BULLETS, oPC);
if(GetIsObjectValid(oGear))
{
nGold = nGold + GetGoldPieceValue(oGear);
oGear2 = CopyItem(oGear, oContainer);
SetPlotFlag(oGear, FALSE);
DestroyObject(oGear);
}
6. 将OnEnter事件脚本换成q2a_enter_rooms_,确定
7. 保存模组,退出
8. 改名XP2_Chapter1.mod为XP2_Chapter1.nwm,移回原来的nwm目录 |
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