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HeroesStone_PRC8/_removed/x2_s2_sumgrund.nss
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//::///////////////////////////////////////////////
//:: Summon Greater Undead
//:: X2_S2_SumGrUnd
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
2003-10-03 - GZ: Added Epic Progression
The level of the Pale Master determines the
type of undead that is summoned.
Level 9 <= Mummy Warrior
Level 10 <= Spectre
Level 12 <= Vampire Rogue
Level 14 <= Bodak
Level 16 <= Ghoul King
Level 18 <= Vampire Mage
Level 20 <= Skeleton Blackguard
Level 22 <= Lich
Level 24 <= Lich Lord
Level 26 <= Alhoon
Level 28 <= Elder Alhoon
Level 30 <= Lesser Demi Lich
Lasts 14 + Casterlevel rounds
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Feb 05, 2003
//:://////////////////////////////////////////////
#include "inc_multisummon"
void PMUpgradeSummon(object oSelf, string sScript)
{
object oSummon = GetAssociate(ASSOCIATE_TYPE_SUMMONED,oSelf);
ExecuteScript ( sScript, oSummon);
}
void main()
{
int nCasterLevel = GetLevelByClass(CLASS_TYPE_PALEMASTER,OBJECT_SELF);
int nDuration = 14 + nCasterLevel;
effect eSummon;
string sResRef;
int nVisID;
int bAppear;
//--------------------------------------------------------------------------
// Summon the appropriate creature based on the summoner level
//--------------------------------------------------------------------------
if (nCasterLevel >= 30)
{
// * Demi Lich
bAppear = TRUE;
sResRef = "X2_S_LICH_30";
nVisID = 496;
}
else if (nCasterLevel >= 28)
{
// * Mega Alhoon
bAppear = TRUE;
sResRef = "X2_S_LICH_26";
nVisID = 496;
}
else if (nCasterLevel >= 26)
{
// * Alhoon
bAppear = TRUE;
sResRef = "X2_S_LICH_24";
nVisID = 496;
}
else if (nCasterLevel >= 24)
{
// * Lich
sResRef = "X2_S_LICH_22";
nVisID = 496;
}
else if (nCasterLevel >= 22)
{
// * Lich
sResRef = "X2_S_LICH_20";
nVisID = 496;
}
else if (nCasterLevel >= 20)
{
// * Skeleton Blackguard
sResRef = "x2_s_bguard_18";
nVisID = VFX_IMP_HARM;
}
else if (nCasterLevel >= 18)
{
// * Vampire Mage
bAppear = TRUE;
sResRef = "x2_s_vamp_18";
nVisID = VFX_FNF_SUMMON_UNDEAD;
}
else if (nCasterLevel >= 16)
{
// * Ghoul King
sResRef = "X2_S_GHOUL_16";
nVisID = VFX_IMP_HARM;
}
else if (nCasterLevel >= 14)
{
// * Greater Bodak
sResRef = "X2_S_BODAK_14";
nVisID = VFX_IMP_HARM;
}
else if (nCasterLevel >= 12)
{
// * Vampire Rogue
bAppear = TRUE;
sResRef = "X2_S_VAMP_10";
nVisID = VFX_IMP_HARM;
}
else if (nCasterLevel >= 10)
{
bAppear = TRUE;
sResRef = "X2_S_SPECTRE_10";
nVisID = VFX_IMP_HARM;
}
else
{
// * Mummy
sResRef = "X2_S_MUMMY9";
nVisID = VFX_IMP_HARM;
}
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_LOS_EVIL_10),GetSpellTargetLocation());
//Apply the summon visual and summon the two undead.
if(GetLocalInt(GetModule(), "PnPSummonDuration")==FALSE)
PrimoEffectSummonCreature(sResRef,nVisID, GetSpellTargetLocation(),
DURATION_TYPE_TEMPORARY, HoursToSeconds(nDuration), 0.0, 0.0,
bAppear);
else
PrimoEffectSummonCreature(sResRef,nVisID, GetSpellTargetLocation(),
DURATION_TYPE_TEMPORARY, RoundsToSeconds(nDuration-14), 0.0, 0.0,
bAppear);
// * If the character has a special pale master item equipped (variable set via OnEquip)
// * run a script on the summoned monster.
// string sScript = GetLocalString(OBJECT_SELF,"X2_S_PM_SPECIAL_ITEM");
// if (sScript != "")
// {
// object oSelf = OBJECT_SELF;
// DelayCommand(1.0,PMUpgradeSummon(oSelf,sScript));
// }
}