105 lines
4.8 KiB
Plaintext
105 lines
4.8 KiB
Plaintext
void main()
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{
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if (GetLocalInt(OBJECT_SELF, "BeamSetToOn") == TRUE) {
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string sType = GetStringLowerCase(GetStringRight(GetTag(OBJECT_SELF), 4));
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object oSource = OBJECT_SELF; // GetNearestObjectByTag("BeamSource_" + GetStringRight(GetTag(OBJECT_SELF), 6));
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object oTarget = GetNearestObjectByTag("BeamTarget_" + GetStringRight(GetTag(OBJECT_SELF), 6));
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float fDelay = IntToFloat(GetMaxHitPoints(oSource)) / 100;
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effect eBeam;
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int nDamageType;
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effect eImpact;
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int nEffectType;
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string sVariable = GetStringRight(GetTag(OBJECT_SELF), 6) + "IsOn";
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if (sType == "elec") {
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// eBeam = EffectBeam(VFX_BEAM_LIGHTNING, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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eImpact = EffectVisualEffect(VFX_COM_HIT_ELECTRICAL);
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nEffectType = VFX_BEAM_LIGHTNING;
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} else if (sType == "fire") {
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// eBeam = EffectBeam(VFX_BEAM_FIRE, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_FIRE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_FIRE);
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nEffectType = VFX_BEAM_FIRE;
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} else if (sType == "cold") {
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// eBeam = EffectBeam(VFX_BEAM_COLD, oTarget, BODY_NODE_CHEST, FALSE);
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eImpact = EffectVisualEffect(VFX_COM_HIT_FROST);
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nDamageType = DAMAGE_TYPE_COLD;
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nEffectType = VFX_BEAM_COLD;
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} else if (sType == "evil") {
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// eBeam = EffectBeam(VFX_BEAM_EVIL, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_NEGATIVE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_NEGATIVE);
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nEffectType = VFX_BEAM_EVIL;
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} else if (sType == "mind") {
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// eBeam = EffectBeam(VFX_BEAM_MIND, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_MAGICAL;
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eImpact = EffectVisualEffect(VFX_IMP_HEAD_MIND);
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nEffectType = VFX_BEAM_MIND;
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} else if (sType == "holy") {
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// eBeam = EffectBeam(VFX_BEAM_HOLY, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_DIVINE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_DIVINE);
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nEffectType = VFX_BEAM_HOLY;
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} else if (sType == "lash") {
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// eBeam = EffectBeam(VFX_BEAM_FIRE_LASH, oTarget, BODY_NODE_CHEST, FALSE);
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nDamageType = DAMAGE_TYPE_FIRE;
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eImpact = EffectVisualEffect(VFX_COM_HIT_FIRE);
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nEffectType = VFX_BEAM_FIRE_LASH;
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}
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int nCountDis = 1;
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SetLocalInt(GetArea(OBJECT_SELF), sVariable, TRUE);
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if (GetMaxHitPoints(oSource) >= 10) {
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while (GetIsObjectValid(oTarget)) {
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// SendMessageToPC(GetFirstPC(), "[DEBUG] CountDis = " + IntToString(nCountDis));
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eBeam = EffectBeam(nEffectType, oTarget, BODY_NODE_CHEST, FALSE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, OBJECT_SELF, fDelay);
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nCountDis++;
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oTarget = GetNearestObjectByTag("BeamTarget_" + GetStringRight(GetTag(OBJECT_SELF), 6), oSource, nCountDis);
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}
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DelayCommand(fDelay, SetLocalInt(GetArea(OBJECT_SELF), sVariable, FALSE));
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DelayCommand(fDelay * 2, ExecuteScript("ud_beamtarget", OBJECT_SELF));
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} else {
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while (GetIsObjectValid(oTarget)) {
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// SendMessageToPC(GetFirstPC(), "[DEBUG] CountDis = " + IntToString(nCountDis));
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eBeam = EffectBeam(nEffectType, oTarget, BODY_NODE_CHEST, FALSE);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBeam, OBJECT_SELF, fDelay);
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nCountDis++;
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oTarget = GetNearestObjectByTag("BeamTarget_" + GetStringRight(GetTag(OBJECT_SELF), 6), oSource, nCountDis);
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}
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}
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// Let's check to see if any players are in the beam when it's turned on.
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string sInBeam = GetStringRight(GetTag(OBJECT_SELF), 6) + "_InBeam";
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int nBeam;
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object oPC = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oPC)) {
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nBeam = GetLocalInt(oPC, sInBeam);
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if (nBeam == TRUE && GetIsPC(oPC) && !GetIsDM(oPC)) {
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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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}
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oPC = GetNextObjectInShape(SHAPE_SPHERE, 10.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE);
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}
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}
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}
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