PRC8/nwn/nwnprc/trunk/epicspellscripts/contingent_reun.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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