Initial commit
Initial commit [v9.7]
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61
_module/nss/inwaterbrazier.nss
Normal file
61
_module/nss/inwaterbrazier.nss
Normal file
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#include "nw_i0_generic"
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void main()
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{
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object oPC = GetPCSpeaker();
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object oTarget;
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oTarget = GetObjectByTag("inwaterbrazier");
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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_IMPLOSION), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), GetLocation(oTarget));
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DestroyObject(oTarget, 3.0);
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oTarget = GetObjectByTag("inwaterdoor");
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SetLocked(oTarget, FALSE);
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AssignCommand(oTarget, ActionOpenDoor(oTarget));
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("WP_WPn_incpov");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "behemoth2", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = GetWaypointByTag("WP_WPn_incpov");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "behemoth2", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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