Initial commit
Initial commit [v9.7]
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66
_module/nss/ent_spn_hhh.nss
Normal file
66
_module/nss/ent_spn_hhh.nss
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#include "nw_i0_generic"
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void main()
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{
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object oSpawn;
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effect eVFX;
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object oActor;
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object oTarget;
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// Get the creature who triggered this event.
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object oPC = GetEnteringObject();
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// Only fire for (real) PCs.
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if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
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return;
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// Abort if the PC does not have the item "fangsofmog".
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if ( GetItemPossessedBy(oPC, "fangsofmog") == OBJECT_INVALID )
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return;
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// Have "" cast Fireball.
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oActor = GetObjectByTag("smarsh123");
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AssignCommand(oActor, ActionCastSpellAtObject(SPELL_FIREBALL, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
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// Spawn some critters.
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eVFX = EffectVisualEffect(467);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "hellhoundhunter", GetLocation(oPC));
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AssignCommand(oSpawn, DetermineCombatRound(oPC));
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DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIRESTORM), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIRESTORM), GetLocation(oTarget));
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DelayCommand(3.5, DestroyObject(OBJECT_SELF));
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}
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