Added PnP Dire Rat.
Added PnP Dire Rat.
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78
nwn_dark_sun/floater_ondamage.nss
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78
nwn_dark_sun/floater_ondamage.nss
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//::///////////////////////////////////////////////
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//:: Name floater_onDamage
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//:: Copyright (c) 2021 NWN Dark Sun
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//:://////////////////////////////////////////////
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/*
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Floater's OnDamaged script
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: May 28th 2021
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//:://////////////////////////////////////////////
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#include "nw_i0_spells"
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//#include "x2_inc_spellhook"
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#include "x2_inc_switches"
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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int nRnd = d8(1);
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetLocation(OBJECT_SELF);
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object oDamager = GetLastDamager();
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int nDC = 10 + GetDamageDealtByType(DAMAGE_TYPE_FIRE);
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//--------------------------------------------------------------------------
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// Detect fire damage -> Roll Fort save -> Explode on fail.
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//--------------------------------------------------------------------------
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if(GetDamageDealtByType(DAMAGE_TYPE_FIRE) >= 1)
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{
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if(!MySavingThrow(SAVING_THROW_FORT, oCaster, nDC, SAVING_THROW_TYPE_FIRE, oDamager, 0.0f ))
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{
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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//Fire cast spell at event for the specified target
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//SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nRnd, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
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effect eDeath;
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eDeath = EffectDeath();
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDeath, oCaster);
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}
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}
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}
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//--------------------------------------------------------------------------
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// Execute default AI code
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//--------------------------------------------------------------------------
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ExecuteScript("prc_npc_damaged", OBJECT_SELF);
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ExecuteScript("loc_ondamaged", OBJECT_SELF);
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}
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