Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
309 lines
14 KiB
Plaintext
309 lines
14 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: FileName: "contingent_reun"
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/* Purpose: This is the true spell script for Contingent Reunion. The other
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castable script calls the conversation where the player must choose
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a trigger, which then gets transferred to this script, which executes
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the spell effects and results.
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NOTE: This contingency will last indefinitely, unless it triggers or the
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player dispels it in the pre-rest conversation.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Boneshank
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//:: Last Updated On:
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "inc_epicspells"
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void MonitorForDeath(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void MonitorForDying(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void MonitorForIncapacitated(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void MonitorForNearDeath(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void MonitorForBadlyWounded(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void MonitorForAfflicted(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC);
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void JumpDeadToLocation(object oJumper, location lTarget);
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void main()
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{
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object oPC = OBJECT_SELF;
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object oTarget = GetLocalObject(oPC, "oSpellTarget");
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location lJumpTo = GetLocalLocation(oPC, "lSpellTarget");
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int nTrigger = GetLocalInt(oPC, "nReunionTrigger");
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// Debug
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SendMessageToPC(oPC, IntToString(nTrigger));
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DeleteLocalObject(oPC, "oSpellTarget");
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DeleteLocalLocation(oPC, "lSpellTarget");
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DeleteLocalInt(oPC, "nReunionTrigger");
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DeleteLocalInt(oPC, "nMyTargetIsACreature");
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PenalizeSpellSlotForCaster(oPC);
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// Start monitoring the chosen condition.
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switch (nTrigger)
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{
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// Monitoring self.
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case 0: SetLocalInt(oPC, "nContingentReunion0", TRUE);
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MonitorForDeath(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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case 1: SetLocalInt(oPC, "nContingentReunion1", TRUE);
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MonitorForDying(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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case 2: SetLocalInt(oPC, "nContingentReunion2", TRUE);
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MonitorForIncapacitated(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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case 3: SetLocalInt(oPC, "nContingentReunion3", TRUE);
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MonitorForNearDeath(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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case 4: SetLocalInt(oPC, "nContingentReunion4", TRUE);
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MonitorForBadlyWounded(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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case 5: SetLocalInt(oPC, "nContingentReunion5", TRUE);
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MonitorForAfflicted(oPC, 1, oTarget, lJumpTo, oPC);
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break;
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// Monitoring target.
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case 10: SetLocalInt(oPC, "nContingentReunion0", TRUE);
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MonitorForDeath(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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case 11: SetLocalInt(oPC, "nContingentReunion1", TRUE);
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MonitorForDying(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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case 12: SetLocalInt(oPC, "nContingentReunion2", TRUE);
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MonitorForIncapacitated(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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case 13: SetLocalInt(oPC, "nContingentReunion3", TRUE);
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MonitorForNearDeath(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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case 14: SetLocalInt(oPC, "nContingentReunion4", TRUE);
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MonitorForBadlyWounded(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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case 15: SetLocalInt(oPC, "nContingentReunion5", TRUE);
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MonitorForAfflicted(oTarget, 1, oTarget, lJumpTo, oPC);
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break;
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}
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}
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void MonitorForDeath(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC)
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{
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if (GetLocalInt(oPC, "nContingentReunion0") == TRUE) // Is the contingency still active?
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{ // If the target isn't dead.
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if (!GetIsDead(oMonitor) && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 10) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(6.0, MonitorForDeath(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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if (GetIsDead(oPC))
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JumpDeadToLocation(oPC, lJumpTo);
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else
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion0");
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MonitorForDeath(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void MonitorForDying(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC)
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{
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int nHP = GetCurrentHitPoints(oMonitor);
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if (GetLocalInt(oPC, "nContingentReunion1") == TRUE) // Is the contingency still active?
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{ // If the target isn't dying.
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if (nHP >= 1 && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 10) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(4.0, MonitorForDying(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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if (GetIsDead(oPC))
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JumpDeadToLocation(oPC, lJumpTo);
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else
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion1");
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MonitorForDying(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void MonitorForIncapacitated(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC = OBJECT_SELF)
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{
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if (GetLocalInt(oPC, "nContingentReunion2") == TRUE) // Is the contingency still active?
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{
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// Is oMonitor incapacitated?
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int nInc;
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effect eX = GetFirstEffect(oMonitor);
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while (GetIsEffectValid(eX))
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{
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if (GetEffectType(eX) == EFFECT_TYPE_PARALYZE) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_PETRIFY) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_SLEEP) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_STUNNED) nInc = TRUE;
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eX = GetNextEffect(oMonitor);
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}
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// If the target isn't incapacitated.
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if (nInc != TRUE && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 10) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(3.0, MonitorForIncapacitated(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion2");
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MonitorForIncapacitated(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void MonitorForNearDeath(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC = OBJECT_SELF)
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{
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int nHP = GetCurrentHitPoints(oMonitor);
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int nX = GetMaxHitPoints(oMonitor) / 4;
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if (GetLocalInt(oPC, "nContingentReunion3") == TRUE) // Is the contingency still active?
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{ // If the target isn't near death.
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if (nHP > nX && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 30) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(2.0, MonitorForNearDeath(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion3");
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MonitorForNearDeath(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void MonitorForBadlyWounded(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC = OBJECT_SELF)
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{
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int nHP = GetCurrentHitPoints(oMonitor);
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int nX = GetMaxHitPoints(oMonitor) / 2;
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if (GetLocalInt(oPC, "nContingentReunion4") == TRUE) // Is the contingency still active?
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{ // If the target isn't badly wounded.
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if (nHP > nX && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 30) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(2.0, MonitorForBadlyWounded(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion4");
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MonitorForBadlyWounded(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void MonitorForAfflicted(object oMonitor, int nCount, object oJumpTo, location lJumpTo, object oPC = OBJECT_SELF)
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{
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if (GetLocalInt(oPC, "nContingentReunion5") == TRUE) // Is the contingency still active?
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{
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// Is oMonitor afflicted?
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int nInc;
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effect eX = GetFirstEffect(oMonitor);
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while (GetIsEffectValid(eX))
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{
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if (GetEffectType(eX) == EFFECT_TYPE_CURSE) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_DISEASE) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_NEGATIVELEVEL) nInc = TRUE;
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if (GetEffectType(eX) == EFFECT_TYPE_POISON) nInc = TRUE;
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eX = GetNextEffect(oMonitor);
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}
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// If the target isn't incapacitated.
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if (nInc != TRUE && oMonitor != OBJECT_INVALID)
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{
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if (nCount >= 10) nCount = 0;
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if (nCount == 1)
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FloatingTextStringOnCreature("*Contingency active*", oPC, FALSE);
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if (oJumpTo != OBJECT_INVALID) // Update the JumpTo location each time through.
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lJumpTo = GetLocation(oJumpTo);
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nCount++;
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DelayCommand(6.0, MonitorForAfflicted(oMonitor, nCount, oJumpTo, lJumpTo, oPC));
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}
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else // Jump oMonitor to the target, and end the contingency.
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{
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FloatingTextStringOnCreature("*Contingency triggered*", oMonitor);
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis,
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GetLocation(oPC));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lJumpTo);
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AssignCommand(oPC, JumpToLocation(lJumpTo));
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DeleteLocalInt(oPC, "nContingentReunion5");
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MonitorForAfflicted(oMonitor, nCount, oJumpTo, lJumpTo, oPC);
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}
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}
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else // Restore the lost spell slot.
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RestoreSpellSlotForCaster(oPC);
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}
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void JumpDeadToLocation(object oJumper, location lTarget)
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{
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//Debug
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SendMessageToPC(oJumper, "Jumping dead");
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int nDam = 2;
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effect eRez = EffectResurrection();
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effect eKill = EffectDamage(nDam);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eRez, oJumper);
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DelayCommand(0.1, AssignCommand(oJumper, JumpToLocation(lTarget)));
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DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, oJumper));
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}
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