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61
_module/nss/onent_beamzone.nss
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61
_module/nss/onent_beamzone.nss
Normal file
@@ -0,0 +1,61 @@
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void main()
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{
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string sVariable = GetStringRight(GetTag(OBJECT_SELF), 6) + "IsOn";
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string sType = GetStringLowerCase(GetStringRight(GetTag(OBJECT_SELF), 4));
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int nDamageType;
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effect eImpact;
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if (sType == "elec") {
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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eImpact = EffectVisualEffect(VFX_COM_HIT_ELECTRICAL);
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} else if (sType == "fire") {
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nDamageType = DAMAGE_TYPE_FIRE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_FIRE);
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} else if (sType == "cold") {
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eImpact = EffectVisualEffect(VFX_COM_HIT_FROST);
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nDamageType = DAMAGE_TYPE_COLD;
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} else if (sType == "evil") {
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nDamageType = DAMAGE_TYPE_NEGATIVE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
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} else if (sType == "mind") {
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nDamageType = DAMAGE_TYPE_MAGICAL;
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eImpact = EffectVisualEffect(VFX_IMP_HEAD_MIND);
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} else if (sType == "holy") {
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nDamageType = DAMAGE_TYPE_DIVINE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_DIVINE);
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} else if (sType == "lash") {
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nDamageType = DAMAGE_TYPE_FIRE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_FIRE);
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}
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int nBeamOn = GetLocalInt(GetArea(OBJECT_SELF), sVariable);
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object oPC = GetEnteringObject();
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object oSource = GetNearestObjectByTag("BeamSource_" + GetStringRight(GetTag(OBJECT_SELF), 6));
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if (GetIsPC(oPC) && !GetIsDM(oPC)) {
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if (nBeamOn) {
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int nDiceSides = GetReflexSavingThrow(oSource);
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int nDiceNum = GetFortitudeSavingThrow(oSource);
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int nDamage;
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if (nDiceNum == 0) {
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nDiceNum = GetHitDice(oPC);
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if (nDiceNum < 1) {
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nDiceNum = 1;
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}
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}
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if (nDiceSides == 0) {
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nDamage = nDiceNum;
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} else {
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int nCount;
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for(nCount = 1; nCount <= nDiceNum; nCount++) {
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nDamage = nDamage + Random(nDiceSides) + 1;
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}
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}
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effect eDamage = EffectDamage(nDamage, nDamageType, DAMAGE_POWER_NORMAL);
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effect eLink = EffectLinkEffects(eImpact, eDamage);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oPC);
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} else {
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// Although the beam is not on now, if the PC is standing in the
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// trigger when it turns on, they should be damaged.
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SetLocalInt(oPC, GetStringRight(GetTag(OBJECT_SELF), 6) + "_InBeam", TRUE);
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}
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}
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}
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