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	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1024</id>
		<title>Dungeon Running</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1024"/>
		<updated>2025-07-20T14:42:27Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Added a title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon running in Sinfar is a long-established and deep game-play experience on Sinfar.  There are multiple dungeons with unique rewards available to dungeon runners who play through them.&lt;br /&gt;
&lt;br /&gt;
Below is a brief overview of the various dungeons available on the server.&lt;br /&gt;
&lt;br /&gt;
=== Shard Runs ===&lt;br /&gt;
Shard Run dungeons are considered the premium dungeon experience in Sinfar.  These dungeons require specific builds and tactics to be run efficiently and are considered the top tier dungeons on our Servers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Searing Chasm&lt;br /&gt;
|SC&lt;br /&gt;
|-&lt;br /&gt;
|Heaven vs Hell&lt;br /&gt;
|HvH&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Archon Complex&lt;br /&gt;
|CAC&lt;br /&gt;
|-&lt;br /&gt;
|Dark Matter Dimension&lt;br /&gt;
|DMD&lt;br /&gt;
|-&lt;br /&gt;
|Path of Elements&lt;br /&gt;
|PoE&lt;br /&gt;
|-&lt;br /&gt;
|The Witch&#039;s Menagerie&lt;br /&gt;
|Witch&lt;br /&gt;
|-&lt;br /&gt;
|Bards Haunted Mansion&lt;br /&gt;
|BHM&lt;br /&gt;
|-&lt;br /&gt;
|Corrupted Town&lt;br /&gt;
|CT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Shard Runs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Christenholme&lt;br /&gt;
|None I know of?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crystal Key Fragments ===&lt;br /&gt;
There are dungeons scattered on Main Server where you need to kill a set of 6 difference bosses which do drop Crystal Key Fragmets which can be used to open CAC or SC (But SC has also Glacier Keys so the Fragment Keys are used in 99% of time only for CAC).&lt;br /&gt;
&lt;br /&gt;
# The Lord of Terror can be found in the Icenfar cathedral deep in the forest, on the main floor of the cathedral near the pentagram. &lt;br /&gt;
# The Blight can be found underneath the cathedral by circling around it and using the entrance in the back. &lt;br /&gt;
# The Blighted King is in the burial grounds west of Icenfar town. Find a small hill with 2 opposing entrances, one of these is the entrance, the other the exit.&lt;br /&gt;
# The Ice Drake is in a cave at the top of the Icenfar mountain. &lt;br /&gt;
# The Frost Giant King is inside said mountain. Approach the mountain from the south, go east 1 map and head north to find the entrance cave near a spawn of feral bears. Inside the mountain, head straight till you find a cave entrance guarded by ice themed monsters. &lt;br /&gt;
# The Ender of Fate can be found close to the dwarven kingdom inside the Icenfar mountain. In the town of Icenfar is a building guarded by a single NPC, enter and then enter the hole in the ground. Make your way through the long path and you&#039;ll approach the gates to the dwarven kingdom from the south, head west instead to find a dwarf riding a hog guarding a spiral way up to the Ender of Fate.&lt;br /&gt;
&lt;br /&gt;
==== Crystal Key Fragments can be also collected on Arche Terre ====&lt;br /&gt;
&lt;br /&gt;
# The Ender of Fate - North of Hivernales a chromatic dragon (Also drops Grimoar of Eldritch Secrets which is a Key to summon the Witch) &lt;br /&gt;
# Ice King - A king of Yetis in Hivernales (Also drops  Witch Staff  which is a Key to summon the Witch) &lt;br /&gt;
# Undead Mausoleum beneath Mur Cemetery &lt;br /&gt;
# The Blight west of Aztika (Also drops Witches Hat which is a Key to summon the Witch) &lt;br /&gt;
# The Lord of Terror - Beneath Hivernales Yeti tunnels  (Also drops Witches Pipe which is a Key to summon the Witch) &lt;br /&gt;
# Ice Dragon accessible from tunnel in Everneige - Belmorga Pass&lt;br /&gt;
&lt;br /&gt;
==== Path of Elements Book Locations ====&lt;br /&gt;
The Compass key, which unlocks the PoE entrance, requires 3 different Books to create. &lt;br /&gt;
&lt;br /&gt;
# One book is found on the Devastation Spider in the spider caves of Forest of Eternity (main island). &lt;br /&gt;
# The 2nd Book can be found on the lower level of Hamunaptra, the Saban pyramid (main island). &lt;br /&gt;
# The 3rd Book can be found in the Yeti caves in Hivernales, in the hills (Arche Terre).&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s Tunnel System ===&lt;br /&gt;
System with shared mechanics in terms of LEVEL SCALING as some of these dungeons will have creatures that differ in power and level so that you can enter as lv1 or even as lv40 they work as levelling roads too but yield a good loot and reveal some AT related drops etc... the party size will affect difficulty as well as more party members equals more enemies&lt;br /&gt;
&lt;br /&gt;
* House of Terror :  Port Embria - Riverbend&lt;br /&gt;
* Skinners :  Embria Road - The River&lt;br /&gt;
* Minotaurs :  Smithy Volcano Mountain&lt;br /&gt;
* Ant Tunnels : Deep Ancestral Pineforest Road&lt;br /&gt;
* Ponies : Northern Road - Rocky Highlands&lt;br /&gt;
* Troll Tunnels : West Road - South - Campsite&lt;br /&gt;
* Cult of Leviathan : Pirate Airship Transport&lt;br /&gt;
* Saltmarsh : Durakiss - Approach&lt;br /&gt;
* Rogue&#039;s Challenge : West Road - South - Runoff&lt;br /&gt;
* Pirate&#039;s Cove (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s bonus dungeons ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(These are not part of the tunnel system afaik but obey the same rules as them) &lt;br /&gt;
&lt;br /&gt;
# Inquisition : Durakiss - North (There are Inqusitors spawns over on Arche around Blacklake and Durakiss if you ddefeat the lord inquisitor in Castle Justice you will make the roads safer for a week or so)&lt;br /&gt;
# Surt the king of Ogres : Special dungeon you need a key from ogre elite then you can open a path in there thru a AT captain Anika • 5 Chromatic Dragons quest&amp;lt;blockquote&amp;gt;► Blue (Arid Stale Tunnel - Sambrune) &lt;br /&gt;
&lt;br /&gt;
► Red  (Foul Smelling Cave - Mur Moutains) &lt;br /&gt;
&lt;br /&gt;
► Black (Putrid Bog Hole - Aztika) &lt;br /&gt;
&lt;br /&gt;
► Green (Noxious Meadow - West Roads) &lt;br /&gt;
&lt;br /&gt;
► White (Frigid Ice Cave - Hivernales)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Spider Queen (Deep Ancestral Pineforest Road - There are Spiders spawns over on Arche around Deep Ancestral Pineforest if you defeat the Spider Queen in her lair  you will make the roads safer for a week or so)&lt;br /&gt;
# Necromancer Quest ( South East Coast - Elysium Track - very difficult dungeon with a single encounter if you collected dragon parts from previous quest)&lt;br /&gt;
# Gnoll&#039;s Blood God (Sambrune Desert)&lt;br /&gt;
# Rhemoraz (Mystic Cave - Hivernales)&lt;br /&gt;
# Lizardfolk Camp (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre World Plot Dungeons ===&lt;br /&gt;
Obeys same rules as tunnel system in terms of party size difficulty increment (needs special keys and unlike the others is part of the Arche Terre&#039;s world plot story) &lt;br /&gt;
&lt;br /&gt;
• Instarius : Blacklake Draal - Lake &lt;br /&gt;
&lt;br /&gt;
• The Vessle : Sambrune - Graves&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Non-Shard Runs&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
===== Christenholme, the Decaying City =====&lt;br /&gt;
The Dungeon of Christenholme is on the main Sinifer Server and it&#039;s connected to the Palace of Coins Casino which is found in the server hub&#039;s waterfront area, and it&#039;s systems are intimately tied into the gambling system found within. Compromised of four areas- Shalamoya, The Broken Harbor- Shalamoya, the Decaying City- Shalamoya: Crumbling Homes- and Shalamoya - Christenholme - The Church of Them. The players explore a city who has been overtaken by some strange slime and slowly uncover the state of the city as it collapsed under the weight of false worship, tyranny, and the plague which spread among them.&lt;br /&gt;
&lt;br /&gt;
The Dungeon sees spurts in development as new features are added and developed. The loot can either be sold for gold or donated for Casino Tokens to play the games at the Palace of Coins.&lt;br /&gt;
&lt;br /&gt;
Players can influence the direction and the hopes of the citizens of the Broken Harbor by contributing and communicating with the builder of the area, XCRs Bitch.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1023</id>
		<title>Dungeon Running</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1023"/>
		<updated>2025-07-20T14:41:54Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: minor editing and clarification for Non-Shard Runs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon running in Sinfar is a long-established and deep game-play experience on Sinfar.  There are multiple dungeons with unique rewards available to dungeon runners who play through them.&lt;br /&gt;
&lt;br /&gt;
Below is a brief overview of the various dungeons available on the server.&lt;br /&gt;
&lt;br /&gt;
=== Shard Runs ===&lt;br /&gt;
Shard Run dungeons are considered the premium dungeon experience in Sinfar.  These dungeons require specific builds and tactics to be run efficiently and are considered the top tier dungeons on our Servers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Searing Chasm&lt;br /&gt;
|SC&lt;br /&gt;
|-&lt;br /&gt;
|Heaven vs Hell&lt;br /&gt;
|HvH&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Archon Complex&lt;br /&gt;
|CAC&lt;br /&gt;
|-&lt;br /&gt;
|Dark Matter Dimension&lt;br /&gt;
|DMD&lt;br /&gt;
|-&lt;br /&gt;
|Path of Elements&lt;br /&gt;
|PoE&lt;br /&gt;
|-&lt;br /&gt;
|The Witch&#039;s Menagerie&lt;br /&gt;
|Witch&lt;br /&gt;
|-&lt;br /&gt;
|Bards Haunted Mansion&lt;br /&gt;
|BHM&lt;br /&gt;
|-&lt;br /&gt;
|Corrupted Town&lt;br /&gt;
|CT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Shard Runs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Christenholme&lt;br /&gt;
|None I know of?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crystal Key Fragments ===&lt;br /&gt;
There are dungeons scattered on Main Server where you need to kill a set of 6 difference bosses which do drop Crystal Key Fragmets which can be used to open CAC or SC (But SC has also Glacier Keys so the Fragment Keys are used in 99% of time only for CAC).&lt;br /&gt;
&lt;br /&gt;
# The Lord of Terror can be found in the Icenfar cathedral deep in the forest, on the main floor of the cathedral near the pentagram. &lt;br /&gt;
# The Blight can be found underneath the cathedral by circling around it and using the entrance in the back. &lt;br /&gt;
# The Blighted King is in the burial grounds west of Icenfar town. Find a small hill with 2 opposing entrances, one of these is the entrance, the other the exit.&lt;br /&gt;
# The Ice Drake is in a cave at the top of the Icenfar mountain. &lt;br /&gt;
# The Frost Giant King is inside said mountain. Approach the mountain from the south, go east 1 map and head north to find the entrance cave near a spawn of feral bears. Inside the mountain, head straight till you find a cave entrance guarded by ice themed monsters. &lt;br /&gt;
# The Ender of Fate can be found close to the dwarven kingdom inside the Icenfar mountain. In the town of Icenfar is a building guarded by a single NPC, enter and then enter the hole in the ground. Make your way through the long path and you&#039;ll approach the gates to the dwarven kingdom from the south, head west instead to find a dwarf riding a hog guarding a spiral way up to the Ender of Fate.&lt;br /&gt;
&lt;br /&gt;
==== Crystal Key Fragments can be also collected on Arche Terre ====&lt;br /&gt;
&lt;br /&gt;
# The Ender of Fate - North of Hivernales a chromatic dragon (Also drops Grimoar of Eldritch Secrets which is a Key to summon the Witch) &lt;br /&gt;
# Ice King - A king of Yetis in Hivernales (Also drops  Witch Staff  which is a Key to summon the Witch) &lt;br /&gt;
# Undead Mausoleum beneath Mur Cemetery &lt;br /&gt;
# The Blight west of Aztika (Also drops Witches Hat which is a Key to summon the Witch) &lt;br /&gt;
# The Lord of Terror - Beneath Hivernales Yeti tunnels  (Also drops Witches Pipe which is a Key to summon the Witch) &lt;br /&gt;
# Ice Dragon accessible from tunnel in Everneige - Belmorga Pass&lt;br /&gt;
&lt;br /&gt;
==== Path of Elements Book Locations ====&lt;br /&gt;
The Compass key, which unlocks the PoE entrance, requires 3 different Books to create. &lt;br /&gt;
&lt;br /&gt;
# One book is found on the Devastation Spider in the spider caves of Forest of Eternity (main island). &lt;br /&gt;
# The 2nd Book can be found on the lower level of Hamunaptra, the Saban pyramid (main island). &lt;br /&gt;
# The 3rd Book can be found in the Yeti caves in Hivernales, in the hills (Arche Terre).&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s Tunnel System ===&lt;br /&gt;
System with shared mechanics in terms of LEVEL SCALING as some of these dungeons will have creatures that differ in power and level so that you can enter as lv1 or even as lv40 they work as levelling roads too but yield a good loot and reveal some AT related drops etc... the party size will affect difficulty as well as more party members equals more enemies&lt;br /&gt;
&lt;br /&gt;
* House of Terror :  Port Embria - Riverbend&lt;br /&gt;
* Skinners :  Embria Road - The River&lt;br /&gt;
* Minotaurs :  Smithy Volcano Mountain&lt;br /&gt;
* Ant Tunnels : Deep Ancestral Pineforest Road&lt;br /&gt;
* Ponies : Northern Road - Rocky Highlands&lt;br /&gt;
* Troll Tunnels : West Road - South - Campsite&lt;br /&gt;
* Cult of Leviathan : Pirate Airship Transport&lt;br /&gt;
* Saltmarsh : Durakiss - Approach&lt;br /&gt;
* Rogue&#039;s Challenge : West Road - South - Runoff&lt;br /&gt;
* Pirate&#039;s Cove (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s bonus dungeons ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(These are not part of the tunnel system afaik but obey the same rules as them) &lt;br /&gt;
&lt;br /&gt;
# Inquisition : Durakiss - North (There are Inqusitors spawns over on Arche around Blacklake and Durakiss if you ddefeat the lord inquisitor in Castle Justice you will make the roads safer for a week or so)&lt;br /&gt;
# Surt the king of Ogres : Special dungeon you need a key from ogre elite then you can open a path in there thru a AT captain Anika • 5 Chromatic Dragons quest&amp;lt;blockquote&amp;gt;► Blue (Arid Stale Tunnel - Sambrune) &lt;br /&gt;
&lt;br /&gt;
► Red  (Foul Smelling Cave - Mur Moutains) &lt;br /&gt;
&lt;br /&gt;
► Black (Putrid Bog Hole - Aztika) &lt;br /&gt;
&lt;br /&gt;
► Green (Noxious Meadow - West Roads) &lt;br /&gt;
&lt;br /&gt;
► White (Frigid Ice Cave - Hivernales)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Spider Queen (Deep Ancestral Pineforest Road - There are Spiders spawns over on Arche around Deep Ancestral Pineforest if you defeat the Spider Queen in her lair  you will make the roads safer for a week or so)&lt;br /&gt;
# Necromancer Quest ( South East Coast - Elysium Track - very difficult dungeon with a single encounter if you collected dragon parts from previous quest)&lt;br /&gt;
# Gnoll&#039;s Blood God (Sambrune Desert)&lt;br /&gt;
# Rhemoraz (Mystic Cave - Hivernales)&lt;br /&gt;
# Lizardfolk Camp (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre World Plot Dungeons ===&lt;br /&gt;
Obeys same rules as tunnel system in terms of party size difficulty increment (needs special keys and unlike the others is part of the Arche Terre&#039;s world plot story) &lt;br /&gt;
&lt;br /&gt;
• Instarius : Blacklake Draal - Lake &lt;br /&gt;
&lt;br /&gt;
• The Vessle : Sambrune - Graves&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Non-Shard Runs&#039;&#039;&#039; ===&lt;br /&gt;
The Dungeon of Christenholme is on the main Sinifer Server and it&#039;s connected to the Palace of Coins Casino which is found in the server hub&#039;s waterfront area, and it&#039;s systems are intimately tied into the gambling system found within. Compromised of four areas- Shalamoya, The Broken Harbor- Shalamoya, the Decaying City- Shalamoya: Crumbling Homes- and Shalamoya - Christenholme - The Church of Them. The players explore a city who has been overtaken by some strange slime and slowly uncover the state of the city as it collapsed under the weight of false worship, tyranny, and the plague which spread among them.&lt;br /&gt;
&lt;br /&gt;
The Dungeon sees spurts in development as new features are added and developed. The loot can either be sold for gold or donated for Casino Tokens to play the games at the Palace of Coins.&lt;br /&gt;
&lt;br /&gt;
Players can influence the direction and the hopes of the citizens of the Broken Harbor by contributing and communicating with the builder of the area, XCRs Bitch.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1022</id>
		<title>Dungeon Running</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Dungeon_Running&amp;diff=1022"/>
		<updated>2025-07-20T14:41:05Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Added Documentation for the Christenholme Dungeon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon running in Sinfar is a long-established and deep game-play experience on Sinfar.  There are multiple dungeons with unique rewards available to dungeon runners who play through them.&lt;br /&gt;
&lt;br /&gt;
Below is a brief overview of the various dungeons available on the server.&lt;br /&gt;
&lt;br /&gt;
=== Shard Runs ===&lt;br /&gt;
Shard Run dungeons are considered the premium dungeon experience in Sinfar.  These dungeons require specific builds and tactics to be run efficiently and are considered the top tier dungeons on our Servers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Searing Chasm&lt;br /&gt;
|SC&lt;br /&gt;
|-&lt;br /&gt;
|Heaven vs Hell&lt;br /&gt;
|HvH&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Archon Complex&lt;br /&gt;
|CAC&lt;br /&gt;
|-&lt;br /&gt;
|Dark Matter Dimension&lt;br /&gt;
|DMD&lt;br /&gt;
|-&lt;br /&gt;
|Path of Elements&lt;br /&gt;
|PoE&lt;br /&gt;
|-&lt;br /&gt;
|The Witch&#039;s Menagerie&lt;br /&gt;
|Witch&lt;br /&gt;
|-&lt;br /&gt;
|Bards Haunted Mansion&lt;br /&gt;
|BHM&lt;br /&gt;
|-&lt;br /&gt;
|Corrupted Town&lt;br /&gt;
|CT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Shard Runs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
|-&lt;br /&gt;
|Christenholme&lt;br /&gt;
|None I know of?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crystal Key Fragments ===&lt;br /&gt;
There are dungeons scattered on Main Server where you need to kill a set of 6 difference bosses which do drop Crystal Key Fragmets which can be used to open CAC or SC (But SC has also Glacier Keys so the Fragment Keys are used in 99% of time only for CAC).&lt;br /&gt;
&lt;br /&gt;
# The Lord of Terror can be found in the Icenfar cathedral deep in the forest, on the main floor of the cathedral near the pentagram. &lt;br /&gt;
# The Blight can be found underneath the cathedral by circling around it and using the entrance in the back. &lt;br /&gt;
# The Blighted King is in the burial grounds west of Icenfar town. Find a small hill with 2 opposing entrances, one of these is the entrance, the other the exit.&lt;br /&gt;
# The Ice Drake is in a cave at the top of the Icenfar mountain. &lt;br /&gt;
# The Frost Giant King is inside said mountain. Approach the mountain from the south, go east 1 map and head north to find the entrance cave near a spawn of feral bears. Inside the mountain, head straight till you find a cave entrance guarded by ice themed monsters. &lt;br /&gt;
# The Ender of Fate can be found close to the dwarven kingdom inside the Icenfar mountain. In the town of Icenfar is a building guarded by a single NPC, enter and then enter the hole in the ground. Make your way through the long path and you&#039;ll approach the gates to the dwarven kingdom from the south, head west instead to find a dwarf riding a hog guarding a spiral way up to the Ender of Fate.&lt;br /&gt;
&lt;br /&gt;
==== Crystal Key Fragments can be also collected on Arche Terre ====&lt;br /&gt;
&lt;br /&gt;
# The Ender of Fate - North of Hivernales a chromatic dragon (Also drops Grimoar of Eldritch Secrets which is a Key to summon the Witch) &lt;br /&gt;
# Ice King - A king of Yetis in Hivernales (Also drops  Witch Staff  which is a Key to summon the Witch) &lt;br /&gt;
# Undead Mausoleum beneath Mur Cemetery &lt;br /&gt;
# The Blight west of Aztika (Also drops Witches Hat which is a Key to summon the Witch) &lt;br /&gt;
# The Lord of Terror - Beneath Hivernales Yeti tunnels  (Also drops Witches Pipe which is a Key to summon the Witch) &lt;br /&gt;
# Ice Dragon accessible from tunnel in Everneige - Belmorga Pass&lt;br /&gt;
&lt;br /&gt;
==== Path of Elements Book Locations ====&lt;br /&gt;
The Compass key, which unlocks the PoE entrance, requires 3 different Books to create. &lt;br /&gt;
&lt;br /&gt;
# One book is found on the Devastation Spider in the spider caves of Forest of Eternity (main island). &lt;br /&gt;
# The 2nd Book can be found on the lower level of Hamunaptra, the Saban pyramid (main island). &lt;br /&gt;
# The 3rd Book can be found in the Yeti caves in Hivernales, in the hills (Arche Terre).&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s Tunnel System ===&lt;br /&gt;
System with shared mechanics in terms of LEVEL SCALING as some of these dungeons will have creatures that differ in power and level so that you can enter as lv1 or even as lv40 they work as levelling roads too but yield a good loot and reveal some AT related drops etc... the party size will affect difficulty as well as more party members equals more enemies&lt;br /&gt;
&lt;br /&gt;
* House of Terror :  Port Embria - Riverbend&lt;br /&gt;
* Skinners :  Embria Road - The River&lt;br /&gt;
* Minotaurs :  Smithy Volcano Mountain&lt;br /&gt;
* Ant Tunnels : Deep Ancestral Pineforest Road&lt;br /&gt;
* Ponies : Northern Road - Rocky Highlands&lt;br /&gt;
* Troll Tunnels : West Road - South - Campsite&lt;br /&gt;
* Cult of Leviathan : Pirate Airship Transport&lt;br /&gt;
* Saltmarsh : Durakiss - Approach&lt;br /&gt;
* Rogue&#039;s Challenge : West Road - South - Runoff&lt;br /&gt;
* Pirate&#039;s Cove (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre&#039;s bonus dungeons ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(These are not part of the tunnel system afaik but obey the same rules as them) &lt;br /&gt;
&lt;br /&gt;
# Inquisition : Durakiss - North (There are Inqusitors spawns over on Arche around Blacklake and Durakiss if you ddefeat the lord inquisitor in Castle Justice you will make the roads safer for a week or so)&lt;br /&gt;
# Surt the king of Ogres : Special dungeon you need a key from ogre elite then you can open a path in there thru a AT captain Anika • 5 Chromatic Dragons quest&amp;lt;blockquote&amp;gt;► Blue (Arid Stale Tunnel - Sambrune) &lt;br /&gt;
&lt;br /&gt;
► Red  (Foul Smelling Cave - Mur Moutains) &lt;br /&gt;
&lt;br /&gt;
► Black (Putrid Bog Hole - Aztika) &lt;br /&gt;
&lt;br /&gt;
► Green (Noxious Meadow - West Roads) &lt;br /&gt;
&lt;br /&gt;
► White (Frigid Ice Cave - Hivernales)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Spider Queen (Deep Ancestral Pineforest Road - There are Spiders spawns over on Arche around Deep Ancestral Pineforest if you defeat the Spider Queen in her lair  you will make the roads safer for a week or so)&lt;br /&gt;
# Necromancer Quest ( South East Coast - Elysium Track - very difficult dungeon with a single encounter if you collected dragon parts from previous quest)&lt;br /&gt;
# Gnoll&#039;s Blood God (Sambrune Desert)&lt;br /&gt;
# Rhemoraz (Mystic Cave - Hivernales)&lt;br /&gt;
# Lizardfolk Camp (Sambrune Road)&lt;br /&gt;
&lt;br /&gt;
=== Arche Terre World Plot Dungeons ===&lt;br /&gt;
Obeys same rules as tunnel system in terms of party size difficulty increment (needs special keys and unlike the others is part of the Arche Terre&#039;s world plot story) &lt;br /&gt;
&lt;br /&gt;
• Instarius : Blacklake Draal - Lake &lt;br /&gt;
&lt;br /&gt;
• The Vessle : Sambrune - Graves&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Non-Shard Runs&#039;&#039;&#039; ===&lt;br /&gt;
The Dungeon of Christenholme is on the main Sinifer Server and it&#039;s connected to the Palace of Coins Casino, and it&#039;s systems are intimately tied into the gambling system found within. Compromised of four areas- Shalamoya, The Broken Harbor- Shalamoya, the Decaying City- Shalamoya: Crumbling Homes- and Shalamoya - Christenholme - The Church of Them. The players explore a city who has been overtaken by some strange slime and slowly uncover the state of the city as it collapsed under the weight of false worship, tyranny, and the plague which spread among them.&lt;br /&gt;
&lt;br /&gt;
The Dungeon sees spurts in development as new features are added and developed. The loot can either be sold for gold or donated for Casino Tokens to play the games at the Palace of Coins.&lt;br /&gt;
&lt;br /&gt;
Players can influence the direction and the hopes of the citizens of the Broken Harbor by contributing and communicating with the builder of the area, XCRs Bitch.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=296</id>
		<title>Creature Event System</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=296"/>
		<updated>2024-01-14T08:19:02Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creature Event System ==&lt;br /&gt;
Sinfar uses a custom system by which you can assign default scripts to a monster then use variables to inject a script and its behavior onto the monster based on the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default scripts are as following:&lt;br /&gt;
&lt;br /&gt;
[ResRefs]&lt;br /&gt;
&lt;br /&gt;
OnBlocked=nw_c2_defaulte&lt;br /&gt;
&lt;br /&gt;
OnDamaged=nw_c2_default6&lt;br /&gt;
&lt;br /&gt;
OnDeath=nw_c2_default7&lt;br /&gt;
&lt;br /&gt;
OnConversation=nw_c2_default4&lt;br /&gt;
&lt;br /&gt;
OnDisturbed=nw_c2_default8&lt;br /&gt;
&lt;br /&gt;
OnCombatRoundEnd=nw_c2_default3&lt;br /&gt;
&lt;br /&gt;
OnHeartbeat=nw_c2_default1&lt;br /&gt;
&lt;br /&gt;
OnPhysicalAttacked=nw_c2_default5&lt;br /&gt;
&lt;br /&gt;
OnPerception=nw_c2_default2&lt;br /&gt;
&lt;br /&gt;
OnRested=x2_def_rested&lt;br /&gt;
&lt;br /&gt;
OnSpawn=nw_c2_default9&lt;br /&gt;
&lt;br /&gt;
OnSpellCast=nw_c2_defaultb&lt;br /&gt;
&lt;br /&gt;
OnUserDefined=x2_def_userdef&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The only script that isn&#039;t defined by Sinfar edits is OnUserDefined (as far as I know). &lt;br /&gt;
&lt;br /&gt;
- It is recommended you create a monster and assign the default scripts to it in the toolset, and &#039;save the script set&#039; and inject it to all monsters hereon. This way you can use &#039;load script&#039; to inject all the code at once.&lt;br /&gt;
[[File:Scripts Onto Monsters.png|thumb|Screenshot of what the script and save scriptset/load script set buttons look like in the toolset underneath the &#039;scripts&#039; tab on creature editors.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The variables: ===&lt;br /&gt;
The variables in bold are what you would use to put on your monster.&lt;br /&gt;
[[File:Image.png|thumb|Example of the EVENT_AI_DEATH use]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
nw_c2_default1 - On Heartbeat event : &#039;&#039;&#039;EVENT_AI_HEARTBEAT&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default2 - On Perception event : &#039;&#039;&#039;EVENT_AI_PERCEPTION&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default3 - On Combat Round End event : &#039;&#039;&#039;EVENT_AI_ENDCOMBATROUND&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default4 - On Conversation event : &#039;&#039;&#039;EVENT_AI_CONVERSATION&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default5 - On Attacked event : &#039;&#039;&#039;EVENT_AI_ATTACKED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default6 - On Damaged event : &#039;&#039;&#039;EVENT_AI_DAMAGED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default7 - On Death event : &#039;&#039;&#039;EVENT_AI_DEATH&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default8 - On Disturbed event : &#039;&#039;&#039;EVENT_AI_DISTURBED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default9 - On Spawned event : &#039;&#039;&#039;EVENT_AI_SPAWN&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_defaultb - On Spell Cast At event : &#039;&#039;&#039;EVENT_AI_CASTAT&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_defaulte - On Blocked event : &#039;&#039;&#039;EVENT_AI_BLOCKED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For OnUserDefined Functions, you would apply the script -directly- onto the monster.&lt;br /&gt;
[[File:OnUserDefinedScreenshot.png|thumb|At the very bottom, you would hardcode and directly use the script name on the OnUserDefined event.]]Note : nw_c2_default9 uses the variable ENTIRE_APPEARANCE2 already&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=295</id>
		<title>Creature Event System</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=295"/>
		<updated>2024-01-14T08:18:40Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Showed how to use events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creature Event System ==&lt;br /&gt;
Sinfar uses a custom system by which you can assign default scripts to a monster then use variables to inject a script and its behavior onto the monster based on the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default scripts are as following:&lt;br /&gt;
&lt;br /&gt;
[ResRefs]&lt;br /&gt;
&lt;br /&gt;
OnBlocked=nw_c2_defaulte&lt;br /&gt;
&lt;br /&gt;
OnDamaged=nw_c2_default6&lt;br /&gt;
&lt;br /&gt;
OnDeath=nw_c2_default7&lt;br /&gt;
&lt;br /&gt;
OnConversation=nw_c2_default4&lt;br /&gt;
&lt;br /&gt;
OnDisturbed=nw_c2_default8&lt;br /&gt;
&lt;br /&gt;
OnCombatRoundEnd=nw_c2_default3&lt;br /&gt;
&lt;br /&gt;
OnHeartbeat=nw_c2_default1&lt;br /&gt;
&lt;br /&gt;
OnPhysicalAttacked=nw_c2_default5&lt;br /&gt;
&lt;br /&gt;
OnPerception=nw_c2_default2&lt;br /&gt;
&lt;br /&gt;
OnRested=x2_def_rested&lt;br /&gt;
&lt;br /&gt;
OnSpawn=nw_c2_default9&lt;br /&gt;
&lt;br /&gt;
OnSpellCast=nw_c2_defaultb&lt;br /&gt;
&lt;br /&gt;
OnUserDefined=x2_def_userdef&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The only script that isn&#039;t defined by Sinfar edits is OnUserDefined (as far as I know). &lt;br /&gt;
&lt;br /&gt;
- It is recommended you create a monster and assign the default scripts to it in the toolset, and &#039;save the script set&#039; and inject it to all monsters hereon. This way you can use &#039;load script&#039; to inject all the code at once.&lt;br /&gt;
[[File:Scripts Onto Monsters.png|thumb|Screenshot of what the script and save scriptset/load script set buttons look like in the toolset underneath the &#039;scripts&#039; tab on creature editors.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The variables: ===&lt;br /&gt;
The variables in bold are what you would use to put on your monster.&lt;br /&gt;
[[File:Image.png|thumb|Example of the EVENT_AI_DEATH use]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
nw_c2_default1 - On Heartbeat event : &#039;&#039;&#039;EVENT_AI_HEARTBEAT&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default2 - On Perception event : &#039;&#039;&#039;EVENT_AI_PERCEPTION&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default3 - On Combat Round End event : &#039;&#039;&#039;EVENT_AI_ENDCOMBATROUND&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default4 - On Conversation event : &#039;&#039;&#039;EVENT_AI_CONVERSATION&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default5 - On Attacked event : &#039;&#039;&#039;EVENT_AI_ATTACKED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default6 - On Damaged event : &#039;&#039;&#039;EVENT_AI_DAMAGED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default7 - On Death event : &#039;&#039;&#039;EVENT_AI_DEATH&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default8 - On Disturbed event : &#039;&#039;&#039;EVENT_AI_DISTURBED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_default9 - On Spawned event : &#039;&#039;&#039;EVENT_AI_SPAWN&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_defaultb - On Spell Cast At event : &#039;&#039;&#039;EVENT_AI_CASTAT&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
nw_c2_defaulte - On Blocked event : &#039;&#039;&#039;EVENT_AI_BLOCKED&#039;&#039;&#039; (string) - Script name for pre-event use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For OnUserDefined Functions, you would apply the script -directly- onto the monster.&lt;br /&gt;
[[File:OnUserDefinedScreenshot.png|thumb|At the very bottom, you would hardcode and directly use the script name on the OnUserDefined event.]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:OnUserDefinedScreenshot.png&amp;diff=294</id>
		<title>File:OnUserDefinedScreenshot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:OnUserDefinedScreenshot.png&amp;diff=294"/>
		<updated>2024-01-14T08:17:30Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the OnUserDefined&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Image.png&amp;diff=293</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Image.png&amp;diff=293"/>
		<updated>2024-01-14T08:15:00Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of Event_AI_Variable&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Scripts_Onto_Monsters.png&amp;diff=292</id>
		<title>File:Scripts Onto Monsters.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Scripts_Onto_Monsters.png&amp;diff=292"/>
		<updated>2024-01-14T08:11:22Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts On the Monsters for Sinfar&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=283</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=283"/>
		<updated>2024-01-04T21:17:11Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where players arrive and it contains the pawn shop, NPCs that describe and set the tone of the dungeon, and they can get hints as to how to best fight the threats inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Decayed City&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main dungeon of the areas. Contains the enemies where players fight through swarms of maddened, infected, and infested citizens and the mutated beasts they became.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: Crumbling Interiors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Interior areas where players can RP and find more loot, no enemies inside (for now). They can explore and get a sense of what life was like post-apocalypse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The temple of prostration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Temple of &amp;quot;Them&amp;quot;- here they can explore and summon an Avatar of &amp;quot;Them&amp;quot; and stuff.&lt;br /&gt;
==== Lore ====&lt;br /&gt;
The city of Christenholm was founded by his Majesty King Christian I a long time ago. It&#039;s prosperity was based on its location of a port city and its exports of valuable magical reagents. One of these &#039;resources&#039; was actually some sort of parasitic entity that was dormant. When it awakened, it took over the various bodies of the city and turned it into a hellish place (think Gears of War and stuff). During the infestation, the city turned increasingly more and more extreme and eventually ate itself alive. All that lies is rubble, ruin, and a small refugee camp- the survivors having found a way to immunize themselves against the Ooze...&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&#039;&#039;&#039;Captain Harald:&#039;&#039;&#039; Part Time Mayor, Part Time Guard, All Around Survivor, he&#039;s led the refugee camp and defended it against the occasional swarm of monsters that come from the city to flood them out. A stoic defender, he mans the battlements and takes whatever help he can get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cousin McRoy:&#039;&#039;&#039; A good man doing good things for the sake of being a good neighbor- even in the end of days where all crumbles around him does he not allow his smile to faulter or wither. He works diligently for the good of the community, scavenging supplies and keeps a positive, upbeat attitude in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gertrude the Witch:&#039;&#039;&#039; A bitter woman with bitter feelings, she was a wealthy old hag before the city fell and wisely evacuated all her riches and wealth to the harbor and with her men and money, fortified it. The guards were once her house retainers, and she lords her wealth and influence over the community, buying the baubles and memories of those who now reside under her to gloat the treasures of the city. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marianna Evergold:&#039;&#039;&#039; A survivor, sailor, and former tavern wench- this woman details conditions and provides some background on the city and its lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Harald:&#039;&#039;&#039; An off screen NPC that the players confront at the end of the dungeon as its &#039;official&#039; boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One:&#039;&#039;&#039; The communal consciousness of the ooze, a hivemind shared. Malevolent, hungry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Them&amp;quot;:&#039;&#039;&#039; A deity? An amalgamation of the souls of the city? Regardless, &amp;quot;Them&amp;quot; gave the refugee camp their vaccine, and &amp;quot;Them&amp;quot; protects the temple within the city, and &amp;quot;Them&amp;quot; aims to fight against the &amp;quot;One&amp;quot;. Players can Loot symbols of &amp;quot;Them&amp;quot; in the city and summon an avatar of them in the temple, where upon they can fight it or learn more of the &amp;quot;One&amp;quot; and how to fight it.&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Various enemy types to be detailed here.&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_chris_loot, cas_dunlootreset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_dunlootX&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the loot items in the dungeon have the resref cas_dunloot1-25. They spawn 1 item per container in the dungeon, +1 per twenty ranks in search. Sometimes only gold spawns, sometimes nothing spawns, there is about 35 loot nodes, and each player can loot it once. They can then head back to cousin mac or gertrude to get the variables erased via their conversations and cas_dunlootreset&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=282</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=282"/>
		<updated>2024-01-04T18:39:02Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Loot Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where players arrive and it contains the pawn shop, NPCs that describe and set the tone of the dungeon, and they can get hints as to how to best fight the threats inside the dungeon.&lt;br /&gt;
==== Lore ====&lt;br /&gt;
The city of Christenholm was founded by his Majesty King Christian I a long time ago. It&#039;s prosperity was based on its location of a port city and its exports of valuable magical reagents. One of these &#039;resources&#039; was actually some sort of parasitic entity that was dormant. When it awakened, it took over the various bodies of the city and turned it into a hellish place (think Gears of War and stuff). During the infestation, the city turned increasingly more and more extreme and eventually ate itself alive. All that lies is rubble, ruin, and a small refugee camp- the survivors having found a way to immunize themselves against the Ooze...&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&#039;&#039;&#039;Captain Harald:&#039;&#039;&#039; Part Time Mayor, Part Time Guard, All Around Survivor, he&#039;s led the refugee camp and defended it against the occasional swarm of monsters that come from the city to flood them out. A stoic defender, he mans the battlements and takes whatever help he can get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cousin McRoy:&#039;&#039;&#039; A good man doing good things for the sake of being a good neighbor- even in the end of days where all crumbles around him does he not allow his smile to faulter or wither. He works diligently for the good of the community, scavenging supplies and keeps a positive, upbeat attitude in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gertrude the Witch:&#039;&#039;&#039; A bitter woman with bitter feelings, she was a wealthy old hag before the city fell and wisely evacuated all her riches and wealth to the harbor and with her men and money, fortified it. The guards were once her house retainers, and she lords her wealth and influence over the community, buying the baubles and memories of those who now reside under her to gloat the treasures of the city. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marianna Evergold:&#039;&#039;&#039; A survivor, sailor, and former tavern wench- this woman details conditions and provides some background on the city and its lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Harald:&#039;&#039;&#039; An off screen NPC that the players confront at the end of the dungeon as its &#039;official&#039; boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One:&#039;&#039;&#039; The communal consciousness of the ooze, a hivemind shared. Malevolent, hungry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Them&amp;quot;:&#039;&#039;&#039; A deity? An amalgamation of the souls of the city? Regardless, &amp;quot;Them&amp;quot; gave the refugee camp their vaccine, and &amp;quot;Them&amp;quot; protects the temple within the city, and &amp;quot;Them&amp;quot; aims to fight against the &amp;quot;One&amp;quot;. Players can Loot symbols of &amp;quot;Them&amp;quot; in the city and summon an avatar of them in the temple, where upon they can fight it or learn more of the &amp;quot;One&amp;quot; and how to fight it.&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Various enemy types to be detailed here.&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_chris_loot, cas_dunlootreset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_dunlootX&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the loot items in the dungeon have the resref cas_dunloot1-25. They spawn 1 item per container in the dungeon, +1 per twenty ranks in search. Sometimes only gold spawns, sometimes nothing spawns, there is about 35 loot nodes, and each player can loot it once. They can then head back to cousin mac or gertrude to get the variables erased via their conversations and cas_dunlootreset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tl;dr- the loot nodes can be looted by everyone at least once and then they need to head back into town to &#039;reset&#039; the loot variables then head back out. There&#039;s roughly 36 loot nodes at the time of this page.&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=281</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=281"/>
		<updated>2024-01-04T16:01:56Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where players arrive and it contains the pawn shop, NPCs that describe and set the tone of the dungeon, and they can get hints as to how to best fight the threats inside the dungeon.&lt;br /&gt;
==== Lore ====&lt;br /&gt;
The city of Christenholm was founded by his Majesty King Christian I a long time ago. It&#039;s prosperity was based on its location of a port city and its exports of valuable magical reagents. One of these &#039;resources&#039; was actually some sort of parasitic entity that was dormant. When it awakened, it took over the various bodies of the city and turned it into a hellish place (think Gears of War and stuff). During the infestation, the city turned increasingly more and more extreme and eventually ate itself alive. All that lies is rubble, ruin, and a small refugee camp- the survivors having found a way to immunize themselves against the Ooze...&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&#039;&#039;&#039;Captain Harald:&#039;&#039;&#039; Part Time Mayor, Part Time Guard, All Around Survivor, he&#039;s led the refugee camp and defended it against the occasional swarm of monsters that come from the city to flood them out. A stoic defender, he mans the battlements and takes whatever help he can get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cousin McRoy:&#039;&#039;&#039; A good man doing good things for the sake of being a good neighbor- even in the end of days where all crumbles around him does he not allow his smile to faulter or wither. He works diligently for the good of the community, scavenging supplies and keeps a positive, upbeat attitude in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gertrude the Witch:&#039;&#039;&#039; A bitter woman with bitter feelings, she was a wealthy old hag before the city fell and wisely evacuated all her riches and wealth to the harbor and with her men and money, fortified it. The guards were once her house retainers, and she lords her wealth and influence over the community, buying the baubles and memories of those who now reside under her to gloat the treasures of the city. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marianna Evergold:&#039;&#039;&#039; A survivor, sailor, and former tavern wench- this woman details conditions and provides some background on the city and its lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Harald:&#039;&#039;&#039; An off screen NPC that the players confront at the end of the dungeon as its &#039;official&#039; boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One:&#039;&#039;&#039; The communal consciousness of the ooze, a hivemind shared. Malevolent, hungry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Them&amp;quot;:&#039;&#039;&#039; A deity? An amalgamation of the souls of the city? Regardless, &amp;quot;Them&amp;quot; gave the refugee camp their vaccine, and &amp;quot;Them&amp;quot; protects the temple within the city, and &amp;quot;Them&amp;quot; aims to fight against the &amp;quot;One&amp;quot;. Players can Loot symbols of &amp;quot;Them&amp;quot; in the city and summon an avatar of them in the temple, where upon they can fight it or learn more of the &amp;quot;One&amp;quot; and how to fight it.&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Various enemy types to be detailed here.&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_chris_loot, cas_dunlootreset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_dunlootX&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the loot items in the dungeon have the resref cas_dunloot1-25. They spawn 1 item per container in the dungeon, +1 per twenty ranks in search. Sometimes only gold spawns, sometimes nothing spawns, there is about 35 loot nodes, and each player can loot it once. They can then head back to cousin mac or gertrude to get the variables erased via their conversations and cas_dunlootreset&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=280</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=280"/>
		<updated>2024-01-04T14:58:37Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where players arrive and it contains the pawn shop, NPCs that describe and set the tone of the dungeon, and they can get hints as to how to best fight the threats inside the dungeon.&lt;br /&gt;
==== Lore ====&lt;br /&gt;
The city of Christenholm was founded by his Majesty King Christian I a long time ago. It&#039;s prosperity was based on its location of a port city and its exports of valuable magical reagents. One of these &#039;resources&#039; was actually some sort of parasitic entity that was dormant. When it awakened, it took over the various bodies of the city and turned it into a hellish place (think Gears of War and stuff). During the infestation, the city turned increasingly more and more extreme and eventually ate itself alive. All that lies is rubble, ruin, and a small refugee camp- the survivors having found a way to immunize themselves against the Ooze...&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&#039;&#039;&#039;Captain Harald:&#039;&#039;&#039; Part Time Mayor, Part Time Guard, All Around Survivor, he&#039;s led the refugee camp and defended it against the occasional swarm of monsters that come from the city to flood them out. A stoic defender, he mans the battlements and takes whatever help he can get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cousin McRoy:&#039;&#039;&#039; A good man doing good things for the sake of being a good neighbor- even in the end of days where all crumbles around him does he not allow his smile to faulter or wither. He works diligently for the good of the community, scavenging supplies and keeps a positive, upbeat attitude in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gertrude the Witch:&#039;&#039;&#039; A bitter woman with bitter feelings, she was a wealthy old hag before the city fell and wisely evacuated all her riches and wealth to the harbor and with her men and money, fortified it. The guards were once her house retainers, and she lords her wealth and influence over the community, buying the baubles and memories of those who now reside under her to gloat the treasures of the city. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marianna Evergold:&#039;&#039;&#039; A survivor, sailor, and former tavern wench- this woman details conditions and provides some background on the city and its lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Harald:&#039;&#039;&#039; An off screen NPC that the players confront at the end of the dungeon as its &#039;official&#039; boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One:&#039;&#039;&#039; The communal consciousness of the ooze, a hivemind shared. Malevolent, hungry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Them&amp;quot;:&#039;&#039;&#039; A deity? An amalgamation of the souls of the city? Regardless, &amp;quot;Them&amp;quot; gave the refugee camp their vaccine, and &amp;quot;Them&amp;quot; protects the temple within the city, and &amp;quot;Them&amp;quot; aims to fight against the &amp;quot;One&amp;quot;. Players can Loot symbols of &amp;quot;Them&amp;quot; in the city and summon an avatar of them in the temple, where upon they can fight it or learn more of the &amp;quot;One&amp;quot; and how to fight it.&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
Various enemy types to be detailed here.&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_chris_loot, cas_dunlootreset&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_dunlootX&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the loot items in the dungeon have the resref cas_dunloot1-25. They spawn 1 item per container in the dungeon, +1 per twenty ranks in search. Sometimes only gold spawns, sometimes nothing spawns, there is about 35 loot nodes, and each player can loot it once. They can then head back to cousin mac or gertrude to get the variables erased via their conversations and cas_dunlootreset&lt;br /&gt;
&lt;br /&gt;
=== To Be DetermineD ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=279</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=279"/>
		<updated>2024-01-04T13:02:24Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where players arrive and it contains the pawn shop, NPCs that describe and set the tone of the dungeon, and they can get hints as to how to best fight the threats inside the dungeon.&lt;br /&gt;
==== Lore ====&lt;br /&gt;
The city of Christenholm was founded by his Majesty King Christian I a long time ago. It&#039;s prosperity was based on its location of a port city and its exports of valuable magical reagents. One of these &#039;resources&#039; was actually some sort of parasitic entity that was dormant. When it awakened, it took over the various bodies of the city and turned it into a hellish place (think Gears of War and stuff).&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&lt;br /&gt;
=== To Be DetermineD ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=278</id>
		<title>XCRs Bitch Dungeons</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=XCRs_Bitch_Dungeons&amp;diff=278"/>
		<updated>2024-01-04T12:43:09Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Created page with &amp;quot;== Dungeons of the Bitch ==  === Christenholm ===  ==== Areas ==== &amp;lt;code&amp;gt;&amp;#039;&amp;#039;&amp;#039;resrefs&amp;#039;&amp;#039;&amp;#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Shalamoya: The Broken Harbor&amp;#039;&amp;#039;&amp;#039;   ==== Lore ====  ==== NPCs ====  ==== Enemies ====  ==== Loot Systems ====  === To Be DetermineD ===  === To Be Determined ===  === To Be Determined ===  === To Be Determined ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dungeons of the Bitch ==&lt;br /&gt;
&lt;br /&gt;
=== Christenholm ===&lt;br /&gt;
&lt;br /&gt;
==== Areas ====&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;resrefs&#039;&#039;&#039;: cas_oozeisland3, cas_oozeisland1, cas_shatemple, cas_sha_cityinte&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalamoya: The Broken Harbor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
&lt;br /&gt;
==== NPCs ====&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
&lt;br /&gt;
==== Loot Systems ====&lt;br /&gt;
&lt;br /&gt;
=== To Be DetermineD ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;br /&gt;
&lt;br /&gt;
=== To Be Determined ===&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=277</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=277"/>
		<updated>2024-01-02T22:32:19Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* SLOT MACHINES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Palace of Coins:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter, cas_areaonexit --&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;This script controls the various functions PCs have applied to them when they enter the casino.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently sends a welcome message and logs the starting tickets/tokens, and logs the leaving number of tickets/tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deprecated. Entry fee was removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-1000tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Odds are set to roughly 1/10000 to hit 666. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:3x- one token = 3 tickets. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;s&amp;gt;cas_mebsolporn&amp;lt;/s&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons. 2a. Variables needed: P_SPEAKS_(Letter) int 1: The (LETTER) Is replaced with a char, so P_SPEAKS_A, P_SPEAKS_C etc, this tells the script who speaks the string. Generally speaking, it&#039;s the first letter of the character&#039;s name. This is assigned to the NPC 2b. P_TITLESTRING int 1-  this is assigned to the NPC who speaks the title string on the placeable. 2c. P_1B66_SPAWN_NPC1 - spawns the first npc, P_1B66_SPAWN_NPC spawns the second NPC. Assign to placeable 2d. P_CHARSPEAK(LETTER) tells the script to check. So P_CHARSPEAKM tells the placeable to assign the string to P_SPEAKS_M. Assign to placeable. 2e. P_1B66_STITLE is a string variable. P_1B66_STITLE string &amp;quot;The title of this recording is: &amp;quot;A cookie triumph&amp;quot;&amp;quot;- Spoken first by the system-  assign to placeable. 2f. P_1b66_STEXT1-P_1b66_STEXTXXX: These variables determine the order the dialogue is spoken at 45 second intervals.&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&amp;lt;/s&amp;gt; Merged into cas_finalspeaker&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=276</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=276"/>
		<updated>2024-01-02T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Entering the area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Palace of Coins:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter, cas_areaonexit --&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;This script controls the various functions PCs have applied to them when they enter the casino.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently sends a welcome message and logs the starting tickets/tokens, and logs the leaving number of tickets/tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deprecated. Entry fee was removed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-1000tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;s&amp;gt;cas_mebsolporn&amp;lt;/s&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons. 2a. Variables needed: P_SPEAKS_(Letter) int 1: The (LETTER) Is replaced with a char, so P_SPEAKS_A, P_SPEAKS_C etc, this tells the script who speaks the string. Generally speaking, it&#039;s the first letter of the character&#039;s name. This is assigned to the NPC 2b. P_TITLESTRING int 1-  this is assigned to the NPC who speaks the title string on the placeable. 2c. P_1B66_SPAWN_NPC1 - spawns the first npc, P_1B66_SPAWN_NPC spawns the second NPC. Assign to placeable 2d. P_CHARSPEAK(LETTER) tells the script to check. So P_CHARSPEAKM tells the placeable to assign the string to P_SPEAKS_M. Assign to placeable. 2e. P_1B66_STITLE is a string variable. P_1B66_STITLE string &amp;quot;The title of this recording is: &amp;quot;A cookie triumph&amp;quot;&amp;quot;- Spoken first by the system-  assign to placeable. 2f. P_1b66_STEXT1-P_1b66_STEXTXXX: These variables determine the order the dialogue is spoken at 45 second intervals.&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&amp;lt;/s&amp;gt; Merged into cas_finalspeaker&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=231</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=231"/>
		<updated>2023-12-11T17:15:02Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Palace of Coins:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;s&amp;gt;cas_mebsolporn&amp;lt;/s&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons. 2a. Variables needed: P_SPEAKS_(Letter) int 1: The (LETTER) Is replaced with a char, so P_SPEAKS_A, P_SPEAKS_C etc, this tells the script who speaks the string. Generally speaking, it&#039;s the first letter of the character&#039;s name. This is assigned to the NPC 2b. P_TITLESTRING int 1-  this is assigned to the NPC who speaks the title string on the placeable. 2c. P_1B66_SPAWN_NPC1 - spawns the first npc, P_1B66_SPAWN_NPC spawns the second NPC. Assign to placeable 2d. P_CHARSPEAK(LETTER) tells the script to check. So P_CHARSPEAKM tells the placeable to assign the string to P_SPEAKS_M. Assign to placeable. 2e. P_1B66_STITLE is a string variable. P_1B66_STITLE string &amp;quot;The title of this recording is: &amp;quot;A cookie triumph&amp;quot;&amp;quot;- Spoken first by the system-  assign to placeable. 2f. P_1b66_STEXT1-P_1b66_STEXTXXX: These variables determine the order the dialogue is spoken at 45 second intervals.&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&amp;lt;/s&amp;gt; Merged into cas_finalspeaker&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=230</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=230"/>
		<updated>2023-12-11T16:13:18Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Suites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;s&amp;gt;cas_mebsolporn&amp;lt;/s&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons. 2a. Variables needed: P_SPEAKS_(Letter) int 1: The (LETTER) Is replaced with a char, so P_SPEAKS_A, P_SPEAKS_C etc, this tells the script who speaks the string. Generally speaking, it&#039;s the first letter of the character&#039;s name. This is assigned to the NPC 2b. P_TITLESTRING int 1-  this is assigned to the NPC who speaks the title string on the placeable. 2c. P_1B66_SPAWN_NPC1 - spawns the first npc, P_1B66_SPAWN_NPC spawns the second NPC. Assign to placeable 2d. P_CHARSPEAK(LETTER) tells the script to check. So P_CHARSPEAKM tells the placeable to assign the string to P_SPEAKS_M. Assign to placeable. 2e. P_1B66_STITLE is a string variable. P_1B66_STITLE string &amp;quot;The title of this recording is: &amp;quot;A cookie triumph&amp;quot;&amp;quot;- Spoken first by the system-  assign to placeable. 2f. P_1b66_STEXT1-P_1b66_STEXTXXX: These variables determine the order the dialogue is spoken at 45 second intervals.&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&amp;lt;/s&amp;gt; Merged into cas_finalspeaker&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=221</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=221"/>
		<updated>2023-12-11T14:55:07Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Suites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
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&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
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Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
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Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
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- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
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&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
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+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
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&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
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+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
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Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
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&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
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+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
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Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
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&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
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Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
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Onhit Call Lightning (1). &lt;br /&gt;
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&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
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Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
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+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
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Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
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Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
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== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;s&amp;gt;cas_mebsolporn&amp;lt;/s&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&amp;lt;/s&amp;gt;&lt;br /&gt;
# &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&amp;lt;/s&amp;gt; Merged into cas_finalspeaker&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=220</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=220"/>
		<updated>2023-12-10T14:34:16Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* The Token Pouch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent; cas_addtickettok cas_setticketvar; cas_settokenvar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
item: &amp;lt;code&amp;gt;cas_slipholder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_addtickettok&amp;lt;/code&amp;gt; is an event_use script that when targeting the player, brings up the&amp;lt;code&amp;gt;cas_tokentick&amp;lt;/code&amp;gt; conversation, where the player can create a &amp;quot;Note&amp;quot; that the player can use the token pouch on to &#039;redeem&#039; the value of the note. The conversation uses &amp;lt;code&amp;gt;cas_setticketvar&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cas_settokenvar&amp;lt;/code&amp;gt; to assign the value of the note.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=214</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=214"/>
		<updated>2023-12-09T01:32:09Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
Rewards are handled by the following scripts:&lt;br /&gt;
&lt;br /&gt;
SCRIPTS: &amp;lt;code&amp;gt;cas_rewardtiers; cas_reagentbags; cas_potofgreed; cas_spinthebottl; cas_grapple; cas_doll&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2da Table: &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_rewardtiers&amp;lt;/code&amp;gt;- used in the copying and replicating of items from tier 1, 3, 4, and potentially tier 5 chests. Set on the ondisturb event.&lt;br /&gt;
&lt;br /&gt;
1a. The variables are &amp;lt;code&amp;gt;iCopyMe int 1&amp;lt;/code&amp;gt; to tell the script the item is copyable. &amp;lt;code&amp;gt;iCostTickets int &amp;lt;VALUE&amp;gt;&amp;lt;/code&amp;gt; tells the script how much to deduct from the Casino Handler in terms of tickets.&lt;br /&gt;
&lt;br /&gt;
1b. &amp;lt;code&amp;gt;cas_reagentbags&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_rewardstiers&amp;lt;/code&amp;gt;, but uses a 2da table called &amp;lt;code&amp;gt;cas_reagents&amp;lt;/code&amp;gt; to know what item to spawn, and how many. &lt;br /&gt;
&lt;br /&gt;
2. &amp;lt;code&amp;gt;cas_potofgreed&amp;lt;/code&amp;gt;; script that randomly decides on a 1d20 if a player &#039;won&#039; or not, then picks a list of rewards hardcoded into the script.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt;, grabs the nearby players, stores them in an array, picks one at random. Can be dropped/picked up using the Transportable Placeables System.&lt;br /&gt;
&lt;br /&gt;
4. &amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt;, shouldn&#039;t work in jumper-forbidden areas now. Grabs a player who has the tagged item &amp;quot;I_AM_PREY&amp;quot; equipped, and grabs/drags them to player.&lt;br /&gt;
&lt;br /&gt;
5. &amp;lt;code&amp;gt;cas_doll&amp;lt;/code&amp;gt;, using the sStringMessage variable, when used, causes it to speak what was used.&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=211</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=211"/>
		<updated>2023-12-05T20:25:53Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Tier 1: (20-50 tickets) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-300 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (300-1000 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(1000 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=210</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=210"/>
		<updated>2023-12-05T20:25:17Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Tier 3:(250 - 5000 tickets) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-50 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (50 -250 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(250 - 10000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=209</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=209"/>
		<updated>2023-12-05T20:25:05Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Tier 4: (5000 - 10000) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-50 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (50 -250 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(250 - 5000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (10000- 20000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (20000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=208</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=208"/>
		<updated>2023-12-05T19:47:57Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Entering the area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== The Token Pouch ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_examineevent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script here triggers an examine_event on the item and updates the player on their current token/ticket totals. It also explains how the tickets are used and stuff. The token pouch is required for all games below to be played.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter -- //Depreciated.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The script is no longer used, but I am keeping the explanation in case legacy shit comes up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-50 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 5minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. Last about 18 seconds. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 5minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (50 -250 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(250 - 5000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (5000 - 10000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (10000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=207</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=207"/>
		<updated>2023-12-05T19:42:50Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Changed ticket amounts and values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 250gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts assign the number of tokens the player has on the cas_casinohandle item in their inventory (tagged I_CAS_CASINOHANDLER- Named TOKEN POUCH).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (20-50 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 30 minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (50 -250 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(250 - 5000 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (5000 - 10000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (10000 + tickets) / AUCTION ONLY ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=169</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=169"/>
		<updated>2023-12-02T05:48:18Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 30 minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (1). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=168</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=168"/>
		<updated>2023-12-02T05:03:52Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushie Dolls&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Loraza Doll, Natalya Doll, Circe Doll, etc... (thinking about 25 of these, easily added as well).&lt;br /&gt;
&lt;br /&gt;
Glitter Bomb: Spawns a placeable that has a temp duration for pixie dust of about 30 minutes. If used on a player, also applies the pixie dust vfx to them for about ten minutes. (cannot spawn in areas where hostile mobs can appear). Could also use the mass blindness vfx.&lt;br /&gt;
&lt;br /&gt;
Paint bombs: Throw them in a crowd to apply random vfx_dur_aura vfx in various colors. &lt;br /&gt;
&lt;br /&gt;
Target Rings for the cas_grapple. (basically gives it permission to fire at the player when equipped on the ring slot).&lt;br /&gt;
&lt;br /&gt;
Evil Muffins- gives the player devil wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Angelic Muffins- Gives the player angel wings for about 30 minutes.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents. From Beetle Bellies to Dragon Blood to Soul Gems Lesser bags of holding.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
Bags of Holding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions). Item that can spawn it on the ground and pick it back up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works). NOTE: Have it check if areas are permitted.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers. Various flashy vfx, and stuff. &lt;br /&gt;
&lt;br /&gt;
Adventure Land &#039;Tickets&#039; - TO BE MADE- but it would create a transition to an island that they can go explore and fight monsters on that can only accessed via the tickets.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Axe of Tempests:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d6 piercing, +1d4 electric.  &lt;br /&gt;
&lt;br /&gt;
- Various vfx effects on hit, increase, and decrease, various elemental immunities. Reset when the axe is unequipped.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whip of Blood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 negative damage/+1d4 slashing, Keen, 2d12 Mass Critical &lt;br /&gt;
&lt;br /&gt;
Onhit Wounding: DC 40 (coded). Onhit blood splatter vfx when striking targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longbow of the Gale:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 mighty. Unlimited Ammo 1d6 electricity. +6 enhancement. 2d12 mass crit.  &lt;br /&gt;
&lt;br /&gt;
Unique Item Power that targets the ground and applies a &#039;gust of wind&#039; effect and applies a DC 36 knockdown effect to nearby creatures for one round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapier of Nightmares&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 Enhancement, +1d6 cold, Keen. &lt;br /&gt;
&lt;br /&gt;
Applies the PDK Fear vfx to targets struck by it. Applies a &#039;sleep&#039; effect to targets, DC 32 will save. Small chance to make the wielder fall asleep- this will bypass immunity to mind spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axes of the Thunder God&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Item that spawns a bundle of Throwing axes once per rest (50x). &lt;br /&gt;
&lt;br /&gt;
Axes: +6 enhancement. Keen. 2d12 mass crit. 1d12 electricity. &lt;br /&gt;
&lt;br /&gt;
Onhit Call Lightning (10). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Whirling Dance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Scimitars- one cannot be equipped without the other. &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 fire (on one), 1d8 Cold (on the other), Keen, 2d12 mass crit. &lt;br /&gt;
&lt;br /&gt;
Applies random vfx to the wielder, alternating between a fiery shield that does (2d8) fire dmg, or a (2d8) cold dmg shield. Possible chance to (freeze DC 36) target, possible chance to (combust) target- 1% chance of either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mace of Crushing Hands&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d12 bludgeon damage, +2d12 mass critical hit. Keen &lt;br /&gt;
&lt;br /&gt;
Small chance for a bigby&#039;s crushing hand to grasp the target and paralyze them for 2 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rat Flail:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d10 bludgeon, Keen, +2d12 mass critical, Keen &lt;br /&gt;
&lt;br /&gt;
Unique Power- Summon A Swarm of Powerful Rats to aid you in battle &lt;br /&gt;
&lt;br /&gt;
Rats: 5 level 30 rogue ninja rats with low ac and low hp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagger of Manslaying:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+7 enhancement versus humans. +2d12 negative damage versus humans, Keen, 2d12 Mass Crit. &lt;br /&gt;
&lt;br /&gt;
When striking humans, it will transfer 10 hp of dmg from each strike to the wielder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear of the Champion&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
+6 enhancement, +1d8 piercing, +1d4 fire, +1d4 divine versus evil. Keen.  &lt;br /&gt;
&lt;br /&gt;
OUB: Good. &lt;br /&gt;
&lt;br /&gt;
Special: If equipped by evil PC, take 50 divine damage per round till unequipped. &lt;br /&gt;
&lt;br /&gt;
Others... &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=133</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=133"/>
		<updated>2023-12-01T01:16:50Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* THE MONSTER ARENA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=81</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=81"/>
		<updated>2023-11-29T22:50:45Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* WHEEL OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_wheeloffire, cas_wheelreward&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, &amp;lt;code&amp;gt;cas_wheelreward.&amp;lt;/code&amp;gt; It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_wheelreward:&amp;lt;/code&amp;gt; handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts&#039;&#039;&#039;&amp;lt;code&amp;gt;: cas_wheelbetamou, cas_wheelbet&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.  &lt;br /&gt;
&lt;br /&gt;
NPC: &amp;lt;code&amp;gt;cas_rouletteguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recycled asset from when I tried to make roulette, he explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
Conversation: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explains how the game is played.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - checks if a PC damaged the creature. Refund tokens based on the &amp;lt;code&amp;gt;I_BET_ON_&amp;lt;color&amp;gt;&amp;lt;/code&amp;gt; int &amp;lt;code&amp;gt;&amp;lt;tokenAmount&amp;gt;&amp;lt;/code&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt; Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=34</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=34"/>
		<updated>2023-11-28T17:50:28Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* THE MONSTER ARENA */  changed cas_arenaondeath to cas_arenadeathr, cas_arenadeathb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadeathr, cas_arenadeathb&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadeathb, cas_arenadeathr&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - checks if a PC damaged the creature. Refund tokens based on the &amp;lt;code&amp;gt;I_BET_ON_&amp;lt;color&amp;gt;&amp;lt;/code&amp;gt; int &amp;lt;code&amp;gt;&amp;lt;tokenAmount&amp;gt;&amp;lt;/code&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=20</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=20"/>
		<updated>2023-11-27T16:17:18Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Suites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
&lt;br /&gt;
Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaondeath&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaondeath&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - checks if a PC damaged the creature. Refund tokens based on the &amp;lt;code&amp;gt;I_BET_ON_&amp;lt;color&amp;gt;&amp;lt;/code&amp;gt; int &amp;lt;code&amp;gt;&amp;lt;tokenAmount&amp;gt;&amp;lt;/code&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje, cas_proj_cv_opti&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside is a placeable with the script &amp;lt;code&amp;gt;cas_proj_cv_opti&amp;lt;/code&amp;gt; that calls the conversation &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; that lets them select which show to spawn and watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=19</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=19"/>
		<updated>2023-11-27T15:44:13Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Baths */&lt;/p&gt;
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&lt;div&gt;{{DISPLAYTITLE:XCRs Bitch Contributions}}&lt;br /&gt;
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Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
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Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
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The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
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&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
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The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
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The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
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I will organize the assets by their purpose:&lt;br /&gt;
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== &#039;&#039;&#039;Entering the area&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_areaonenter&amp;lt;/code&amp;gt;&lt;br /&gt;
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This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
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Thus far it does one thing: Assigns the variable &amp;lt;code&amp;gt;NITAKETOKENS int 1&amp;lt;/code&amp;gt;, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
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&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_entercasino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_exitcasino&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
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=== &#039;&#039;&#039;Buying Tokens&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
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&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_createtoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoken5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_createtoke25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creattok100&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_creatok1000&amp;lt;/code&amp;gt;&lt;br /&gt;
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These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
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&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt;&lt;br /&gt;
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Handles generic variables and token purchasing.&lt;br /&gt;
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&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt;&lt;br /&gt;
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=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)&#039;&#039;&#039; ===&lt;br /&gt;
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==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
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==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
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==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
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&amp;lt;code&amp;gt;cas_spinthebottl&amp;lt;/code&amp;gt; (handles the spin the bottle functions)&lt;br /&gt;
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&amp;lt;code&amp;gt;cas_grapple&amp;lt;/code&amp;gt; (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
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==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
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==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
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== &#039;&#039;&#039;Games At The Casino&#039;&#039;&#039; ==&lt;br /&gt;
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=== SLOT MACHINES ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; &lt;br /&gt;
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Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
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Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
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&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_slottoken1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken10&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken25&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken50&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_slottoken100&amp;lt;/code&amp;gt;&lt;br /&gt;
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These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
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&#039;&#039;&#039;Placeables:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_yellow&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_red&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_purple&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_green&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_blue&amp;lt;/code&amp;gt;&lt;br /&gt;
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These placeables are used in &amp;lt;code&amp;gt;cas_slotmachine&amp;lt;/code&amp;gt; to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
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&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_helpdesk&amp;lt;/code&amp;gt; - the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
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&#039;&#039;&#039;NPC&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_helpdeskguy&amp;lt;/code&amp;gt; - NPC with the dialog on him.&lt;br /&gt;
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=== &#039;&#039;&#039;BLACKJACK&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt;&lt;br /&gt;
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These two scripts are critical to the game functioning. The &amp;lt;code&amp;gt;cas_dealer_spawn&amp;lt;/code&amp;gt; handles the OnSpawn functions of the game, assigning the ListenPatterns required for &amp;lt;code&amp;gt;cas_dealer_ud&amp;lt;/code&amp;gt; to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
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&amp;lt;code&amp;gt;cas_deal_liston&amp;lt;/code&amp;gt; initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
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Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
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The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
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&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bjnumplay1&amp;lt;/code&amp;gt; (1-4), &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt; (1, 5, 10, 50, 100), &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; (2, 3), &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt;,&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bjnumplay&amp;lt;/code&amp;gt; controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_wager1&amp;lt;/code&amp;gt;-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_playtest&amp;lt;/code&amp;gt; handles various states of the game&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bj_giverules&amp;lt;/code&amp;gt; hands the player how the game is played.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_dealer_sit&amp;lt;/code&amp;gt; tells the dealer to sit in his god damn chair.&lt;br /&gt;
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&#039;&#039;&#039;Conversation:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjack&amp;lt;/code&amp;gt; - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
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&#039;&#039;&#039;NPC:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_blackjackdea&amp;lt;/code&amp;gt; - handles the game overall.&lt;br /&gt;
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=== &#039;&#039;&#039;WHEEL OF FIRE&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: &amp;lt;code&amp;gt;cas_wheeloffire&amp;lt;/code&amp;gt;&lt;br /&gt;
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This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
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[TO BE DEVELOPED FURTHER]&lt;br /&gt;
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=== &#039;&#039;&#039;THE MONSTER ARENA&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaospawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaondeath&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt;&lt;br /&gt;
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# &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt; spawns the monsters and controls the &amp;lt;code&amp;gt;SetIsTemporaryEnemy()&amp;lt;/code&amp;gt; function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaper&amp;lt;/code&amp;gt; - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaondeath&amp;lt;/code&amp;gt; - checks for the variable &amp;lt;code&amp;gt;I_BET_ON_RED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;I_BET_ON_BLACK&amp;lt;/code&amp;gt;, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenaonclick&amp;lt;/code&amp;gt; - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with &amp;lt;code&amp;gt;BET_AMOUNT&amp;lt;/code&amp;gt; as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: &amp;lt;code&amp;gt;cas_ondamaged&amp;lt;/code&amp;gt; - checks if a PC damaged the creature. Refund tokens based on the &amp;lt;code&amp;gt;I_BET_ON_&amp;lt;color&amp;gt;&amp;lt;/code&amp;gt; int &amp;lt;code&amp;gt;&amp;lt;tokenAmount&amp;gt;&amp;lt;/code&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_shrineheal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadestroy&amp;lt;/code&amp;gt; - in case monsters persist in the arena, use this script to destroy the NPCs spawned by &amp;lt;code&amp;gt;cas_arenastart&amp;lt;/code&amp;gt;. Called by the conversation: &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadespawn&amp;lt;/code&amp;gt; called on the &amp;lt;code&amp;gt;OnCombatEnd&amp;lt;/code&amp;gt; - can probably just be removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_arenadialogu&amp;lt;/code&amp;gt; called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterarena&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitarena&amp;lt;/code&amp;gt; - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
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&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arena&amp;lt;/code&amp;gt; - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
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&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): &amp;lt;code&amp;gt;cas_arenablack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenared&amp;lt;/code&amp;gt;&lt;br /&gt;
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Two golems based on colors.&lt;br /&gt;
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&#039;&#039;&#039;Items:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_arenaredsmas&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_arenablackpu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_destroyproje&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt;. 5000 gold for each amenity.  Placed on a chain&#039;s OnUsed event.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt; is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_mebsolporn&amp;lt;/code&amp;gt; - earlier, prototype version of &amp;lt;code&amp;gt;cas_finalspeaker&amp;lt;/code&amp;gt;, will soon be deprecated and removed.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;: assigns a variable that the &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt; checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_destroyprojec&amp;lt;/code&amp;gt; - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_projectoropt&amp;lt;/code&amp;gt; - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_spawnfloor1&amp;lt;/code&amp;gt;(1-6), &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_deletevariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_flr_optcv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;Cas_spawnfloor&amp;lt;/code&amp;gt;(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_bathscharge&amp;lt;/code&amp;gt;, same as &amp;lt;code&amp;gt;cas_bedroomcharg&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_delete&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_assignvariab&amp;lt;/code&amp;gt;- same as above.&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_flr_optcy&amp;lt;/code&amp;gt; - OnUsed placeable script that generates the &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt; dialog&lt;br /&gt;
# &amp;lt;code&amp;gt;cas_onenterfire&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;cas_onexitfire&amp;lt;/code&amp;gt; - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; &amp;lt;code&amp;gt;cas_flooroptions&amp;lt;/code&amp;gt;, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: &amp;lt;code&amp;gt;cas_floorwine&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorwater&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floormud&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorlava&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorgold&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cas_floorchocola&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handled by the &amp;lt;code&amp;gt;cas_spawnfloor&amp;lt;/code&amp;gt; scripts and the &amp;lt;code&amp;gt;cas_floooptions&amp;lt;/code&amp;gt; dialog.&lt;br /&gt;
&lt;br /&gt;
=== Meeting Rooms: ===&lt;br /&gt;
Main Scripts: &amp;lt;code&amp;gt;cas_meetingroom, cas_deletevariab, cas_assignvariab&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.&lt;br /&gt;
[[Category:Builder Contributions]]&lt;br /&gt;
[[Category:Builder Businesses]]&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=13</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=13"/>
		<updated>2023-11-27T14:49:38Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Entering the area: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_entercasino, cas_exitcasino&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized).&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
cas_spinthebottl (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
cas_grapple (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game At The Casino:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: cas_ondamaged - checks if a PC damaged the creature. Refund tokens based on the I_BET_ON_&amp;lt;color&amp;gt; int &amp;lt;tokenAmount&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal&lt;br /&gt;
&lt;br /&gt;
# cas_arenadestroy- in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena&lt;br /&gt;
# cas_arenadespawn called on the OnCombatEnd- can probably just be removed.&lt;br /&gt;
# cas_arenadialogu called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# cas_onenterarena/onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): cas_arenablack, cas_arenared&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; cas_arenaredsmas, cas_arenablackpu&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_bedroomcharg, cas_finalspeaker, cas_mebsolporn, cas_deletevariab, cas_assignvariab, cas_destroyproje&lt;br /&gt;
&lt;br /&gt;
# cas_bedroomcharg Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog cas_projectoropt. 5000 gold for each amenity.  Placed on a chain&#039;s onused event.&lt;br /&gt;
# cas_finalspeaker is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more npcs based on their resref, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# cas_mebsolporn - earlier, prototype version of cas_finalspeaker, will soon be deprecated and removed.&lt;br /&gt;
# cas_assignvariab/cas_deletevariab: assigns a variable that the cas_bedroomcharg checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# cas_destroyprojec - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: cas_projectoropt - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_spawnfloor1(1-6), cas_bathscharge, cas_deletevariab, cas_assignvariab, cas_flr_optcv, cas_onenterfire, cas_onexitfire&lt;br /&gt;
&lt;br /&gt;
# Cas_spawnfloor(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# cas_bathscharge, same as cas_bedroomcharg&lt;br /&gt;
# cas_delete/assignvariab- same as above.&lt;br /&gt;
# cas_flr_optcy - onused placeable script that generates the cas_flooroptions dialog&lt;br /&gt;
# OnEnterFire/OnExitFire - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_flooroptions, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: cas_floorwine, cas_floorwater, cas_floormud, cas_floorlava, cas_floorgold, cas_floorchocola&lt;br /&gt;
&lt;br /&gt;
Handled by the cas_spawnfloor scripts and the cas_floooptions dialog.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=12</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=12"/>
		<updated>2023-11-27T14:44:23Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Tier 1: (10-25 tickets) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_onenterarena, cas_onexitarena&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized).&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
cas_spinthebottl (handles the spin the bottle functions)&lt;br /&gt;
&lt;br /&gt;
cas_grapple (handles how the slutsnatcher grappling hook works).&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game At The Casino:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: cas_ondamaged - checks if a PC damaged the creature. Refund tokens based on the I_BET_ON_&amp;lt;color&amp;gt; int &amp;lt;tokenAmount&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal&lt;br /&gt;
&lt;br /&gt;
# cas_arenadestroy- in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena&lt;br /&gt;
# cas_arenadespawn called on the OnCombatEnd- can probably just be removed.&lt;br /&gt;
# cas_arenadialogu called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# cas_onenterarena/onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): cas_arenablack, cas_arenared&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; cas_arenaredsmas, cas_arenablackpu&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_bedroomcharg, cas_finalspeaker, cas_mebsolporn, cas_deletevariab, cas_assignvariab, cas_destroyproje&lt;br /&gt;
&lt;br /&gt;
# cas_bedroomcharg Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog cas_projectoropt. 5000 gold for each amenity.  Placed on a chain&#039;s onused event.&lt;br /&gt;
# cas_finalspeaker is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more npcs based on their resref, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# cas_mebsolporn - earlier, prototype version of cas_finalspeaker, will soon be deprecated and removed.&lt;br /&gt;
# cas_assignvariab/cas_deletevariab: assigns a variable that the cas_bedroomcharg checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# cas_destroyprojec - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: cas_projectoropt - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_spawnfloor1(1-6), cas_bathscharge, cas_deletevariab, cas_assignvariab, cas_flr_optcv, cas_onenterfire, cas_onexitfire&lt;br /&gt;
&lt;br /&gt;
# Cas_spawnfloor(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# cas_bathscharge, same as cas_bedroomcharg&lt;br /&gt;
# cas_delete/assignvariab- same as above.&lt;br /&gt;
# cas_flr_optcy - onused placeable script that generates the cas_flooroptions dialog&lt;br /&gt;
# OnEnterFire/OnExitFire - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_flooroptions, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: cas_floorwine, cas_floorwater, cas_floormud, cas_floorlava, cas_floorgold, cas_floorchocola&lt;br /&gt;
&lt;br /&gt;
Handled by the cas_spawnfloor scripts and the cas_floooptions dialog.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=11</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=11"/>
		<updated>2023-11-27T14:29:43Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: /* Baths: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_onenterarena, cas_onexitarena&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized).&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game At The Casino:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: cas_ondamaged - checks if a PC damaged the creature. Refund tokens based on the I_BET_ON_&amp;lt;color&amp;gt; int &amp;lt;tokenAmount&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal&lt;br /&gt;
&lt;br /&gt;
# cas_arenadestroy- in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena&lt;br /&gt;
# cas_arenadespawn called on the OnCombatEnd- can probably just be removed.&lt;br /&gt;
# cas_arenadialogu called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# cas_onenterarena/onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): cas_arenablack, cas_arenared&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; cas_arenaredsmas, cas_arenablackpu&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_bedroomcharg, cas_finalspeaker, cas_mebsolporn, cas_deletevariab, cas_assignvariab, cas_destroyproje&lt;br /&gt;
&lt;br /&gt;
# cas_bedroomcharg Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog cas_projectoropt. 5000 gold for each amenity.  Placed on a chain&#039;s onused event.&lt;br /&gt;
# cas_finalspeaker is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more npcs based on their resref, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# cas_mebsolporn - earlier, prototype version of cas_finalspeaker, will soon be deprecated and removed.&lt;br /&gt;
# cas_assignvariab/cas_deletevariab: assigns a variable that the cas_bedroomcharg checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# cas_destroyprojec - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: cas_projectoropt - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_spawnfloor1(1-6), cas_bathscharge, cas_deletevariab, cas_assignvariab, cas_flr_optcv, cas_onenterfire, cas_onexitfire&lt;br /&gt;
&lt;br /&gt;
# Cas_spawnfloor(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# cas_bathscharge, same as cas_bedroomcharg&lt;br /&gt;
# cas_delete/assignvariab- same as above.&lt;br /&gt;
# cas_flr_optcy - onused placeable script that generates the cas_flooroptions dialog&lt;br /&gt;
# OnEnterFire/OnExitFire - handles assigning the &#039;this bath is stupidly hot&#039; function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_flooroptions, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: cas_floorwine, cas_floorwater, cas_floormud, cas_floorlava, cas_floorgold, cas_floorchocola&lt;br /&gt;
&lt;br /&gt;
Handled by the cas_spawnfloor scripts and the cas_floooptions dialog.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=10</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=10"/>
		<updated>2023-11-27T14:27:13Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Added amenities and details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_onenterarena, cas_onexitarena&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized).&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tier 1: (10-25 tickets) ====&lt;br /&gt;
Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.&lt;br /&gt;
&lt;br /&gt;
==== Tier 2: (25 -100 tickets) ====&lt;br /&gt;
Crafting Reagents.&lt;br /&gt;
&lt;br /&gt;
==== Tier 3:(100 - 2500 tickets) ====&lt;br /&gt;
Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.&lt;br /&gt;
&lt;br /&gt;
==== Tier 4: (2500 - 5000) ====&lt;br /&gt;
Jumpers.&lt;br /&gt;
&lt;br /&gt;
==== Tier 5: (5000 + tickets) ====&lt;br /&gt;
Flashy VFX weapons and properties. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game At The Casino:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: cas_ondamaged - checks if a PC damaged the creature. Refund tokens based on the I_BET_ON_&amp;lt;color&amp;gt; int &amp;lt;tokenAmount&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal&lt;br /&gt;
&lt;br /&gt;
# cas_arenadestroy- in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena&lt;br /&gt;
# cas_arenadespawn called on the OnCombatEnd- can probably just be removed.&lt;br /&gt;
# cas_arenadialogu called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# cas_onenterarena/onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): cas_arenablack, cas_arenared&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; cas_arenaredsmas, cas_arenablackpu&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Miscellaneous Amenities:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Suites: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_bedroomcharg, cas_finalspeaker, cas_mebsolporn, cas_deletevariab, cas_assignvariab, cas_destroyproje&lt;br /&gt;
&lt;br /&gt;
# cas_bedroomcharg Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog cas_projectoropt. 5000 gold for each amenity.  Placed on a chain&#039;s onused event.&lt;br /&gt;
# cas_finalspeaker is the final version (for now) of the code that handles &#039;recorded projections&#039;. It will spawn two or more npcs based on their resref, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people&#039;s intimate roleplay, or stories for more benign reasons.&lt;br /&gt;
# cas_mebsolporn - earlier, prototype version of cas_finalspeaker, will soon be deprecated and removed.&lt;br /&gt;
# cas_assignvariab/cas_deletevariab: assigns a variable that the cas_bedroomcharg checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.&lt;br /&gt;
# cas_destroyprojec - deletes the projector and the creatures it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversations&#039;&#039;&#039;: cas_projectoropt - select which show you want to watch.&lt;br /&gt;
&lt;br /&gt;
=== Baths: ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_spawnfloor1(1-6), cas_bathscharge, cas_deletevariab, cas_assignvariab, cas_flr_optcv&lt;br /&gt;
&lt;br /&gt;
# Cas_spawnfloor(1-6) - changes floor type, water to lava to liquid gold.&lt;br /&gt;
# cas_bathscharge, same as cas_bedroomcharg&lt;br /&gt;
# cas_delete/assignvariab- same as above.&lt;br /&gt;
# cas_flr_optcy - onused placeable script that generates the cas_flooroptions dialog&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_flooroptions, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables&#039;&#039;&#039;: cas_floorwine, cas_floorwater, cas_floormud, cas_floorlava, cas_floorgold, cas_floorchocola&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=9</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=9"/>
		<updated>2023-11-27T13:44:32Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: More details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_onenterarena, cas_onexitarena&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REDEEMING TICKETS:&#039;&#039;&#039; ===&lt;br /&gt;
To be discussed with Admin Team.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game and their Scripts:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;br /&gt;
# TO BE MADE: cas_ondamaged - checks if a PC damaged the creature. Refund tokens based on the I_BET_ON_&amp;lt;color&amp;gt; int &amp;lt;tokenAmount&amp;gt; variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.&lt;br /&gt;
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal&lt;br /&gt;
&lt;br /&gt;
# cas_arenadestroy- in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena&lt;br /&gt;
# cas_arenadespawn called on the OnCombatEnd- can probably just be removed.&lt;br /&gt;
# cas_arenadialogu called on the OnUsed event of the placeable called &#039;arena handler&#039; in the area.&lt;br /&gt;
# cas_onenterarena/onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling. &lt;br /&gt;
# Shrine in the arena that heals combatants after a bout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures&#039;&#039;&#039; (so far): cas_arenablack, cas_arenared&lt;br /&gt;
&lt;br /&gt;
Two golems based on colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items:&#039;&#039;&#039; cas_arenaredsmas, cas_arenablackpu&lt;br /&gt;
&lt;br /&gt;
creature weapons to give golems appropriate weapons.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=8</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=8"/>
		<updated>2023-11-27T13:34:15Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Added Blackjack, Wheel of Fire, and Monster Arena&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary purpose of the casino isn&#039;t to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_onenterarena, cas_onexitarena&lt;br /&gt;
&lt;br /&gt;
These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Buying Tokens:&#039;&#039;&#039; ===&lt;br /&gt;
Players purchase tokens from the help desk NPC. The choices are set via dialog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts required:&#039;&#039;&#039; cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000&lt;br /&gt;
&lt;br /&gt;
These scripts spawn the requisite number tokens into the player&#039;s inventory upon receiving payment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk&lt;br /&gt;
&lt;br /&gt;
Handles generic variables and token purchasing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_helpdeskguy&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REDEEMING TICKETS:&#039;&#039;&#039; ===&lt;br /&gt;
To be discussed with Admin Team.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game and their Scripts:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC&#039;&#039;&#039;: cas_helpdeskguy - NPC with the dialog on him.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud, cas_deal_liston&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works. &lt;br /&gt;
&lt;br /&gt;
cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn&#039;t constantly listening for PCs.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets. &lt;br /&gt;
&lt;br /&gt;
The game uses listener functions so wonky behavior can occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_bjnumplay1 (1-4), cas_bj_wager1(1, 5, 10, 50, 100), cas_bj_playtest(2, 3), cas_bj_giverules, cas_dealer_sit,&lt;br /&gt;
&lt;br /&gt;
# cas_bjnumplay controls the number of players permitted to join the game. (max 4)&lt;br /&gt;
# cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack. &lt;br /&gt;
# cas_bj_playtest handles various states of the game&lt;br /&gt;
# cas_bj_giverules hands the player how the game is played.&lt;br /&gt;
# cas_dealer_sit tells the dealer to sit in his god damn chair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversation:&#039;&#039;&#039; cas_blackjack - handles setting player number, wager amounts, rulebook giving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC:&#039;&#039;&#039; cas_blackjackdea - handles the game overall.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;WHEEL OF FIRE:&#039;&#039;&#039; ===&lt;br /&gt;
Main Script: cas_wheeloffire&lt;br /&gt;
&lt;br /&gt;
This script handles the overall function of the game. Essentially, it creates a vfx circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. Players who bet on that number are rewarded 4x what they bet. &lt;br /&gt;
&lt;br /&gt;
[TO BE DEVELOPED FURTHER]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;THE MONSTER ARENA:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts&#039;&#039;&#039;: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenaondeath, cas_arenaonclick&lt;br /&gt;
&lt;br /&gt;
# cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. (&lt;br /&gt;
# cas_arenaper - deprecated, can be removed probably. Not removing because it isn&#039;t doing any harm, really.&lt;br /&gt;
# cas_arenaondeath - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.&lt;br /&gt;
# cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=7</id>
		<title>Builder XCRs Bitch Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Builder_XCRs_Bitch_Contributions&amp;diff=7"/>
		<updated>2023-11-27T12:59:46Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: Updated documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, this page is for ADMINS, DMS, and fellow builders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each token roughly costs 1000gp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets can be redeemed for 500gp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The area is located in the Waterfront District of Sinfar City.&lt;br /&gt;
&lt;br /&gt;
I will organize the assets by their purpose:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Entering the area:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Script&#039;&#039;&#039;: cas_areaonenter&lt;br /&gt;
&lt;br /&gt;
This script controls the various functions PCs have applied to them when they enter the casino.&lt;br /&gt;
&lt;br /&gt;
Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines- incase they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn&#039;t assigned to the player, so it is to avoid an exploit.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Game and their Scripts:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== SLOT MACHINES: ===&lt;br /&gt;
&#039;&#039;&#039;Main Script:&#039;&#039;&#039; cas_slotmachine &lt;br /&gt;
&lt;br /&gt;
Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning. &lt;br /&gt;
&lt;br /&gt;
Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5= 100% more tickets.  (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Scripts:&#039;&#039;&#039; cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100&lt;br /&gt;
&lt;br /&gt;
These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Placeables:&#039;&#039;&#039; cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue&lt;br /&gt;
&lt;br /&gt;
These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialog:&#039;&#039;&#039; cas_helpdesk- the dialog here contains the method by which the secondary scripts are assigned to the player.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BLACKJACK:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Main Scripts:&#039;&#039;&#039; cas_dealer_spawn, cas_dealer_ud&lt;br /&gt;
&lt;br /&gt;
These two scripts are critical to the game functioning. The cas_dealer_spawn handles the on_spawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works.&lt;br /&gt;
&lt;br /&gt;
Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it&#039;s bumped up to 2, and if a player bets 5 tokens, they are rewarded 7.&lt;/div&gt;</summary>
		<author><name>XCRs Bitch</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=6</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=6"/>
		<updated>2023-11-27T12:34:58Z</updated>

		<summary type="html">&lt;p&gt;XCRs Bitch: I added a link to my builder page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Sinfar Wiki! Here you will find information about the server, its various areas and systems, guides and introductions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help by populating the Wiki with new articles. Please respect that any article on here should be written in as an objective manner as possible, focusing on facts and information. If you write info about areas of the server, please avoid spoiling surprises and focus instead on general things and/or the area history. Articles may include specific characters who may hold prominent positions, but should not be a substitute for the in-game descriptions available on nwn.sinfar.net and in game.&lt;br /&gt;
&lt;br /&gt;
The first articles can be copied over and re-styled from the old Wiki at https://sinfar.net/&lt;br /&gt;
&lt;br /&gt;
[[About Sinfar]]&lt;br /&gt;
&lt;br /&gt;
[[Getting Started - Diamond Edition]]&lt;br /&gt;
&lt;br /&gt;
[[Getting Started - Diamond Edition on Linux]]&lt;br /&gt;
&lt;br /&gt;
[[Getting Started - Enhanced Edition]]&lt;br /&gt;
&lt;br /&gt;
[[Recommended Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Solving in-game issues]]&lt;br /&gt;
&lt;br /&gt;
[[Player housing]]&lt;br /&gt;
&lt;br /&gt;
[[Builder XCRs Bitch Contributions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
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Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
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Fiery Imp was here. [ugly spray painted tag]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
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		<author><name>XCRs Bitch</name></author>
	</entry>
</feed>