Files
PRC8/nwn/nwnprc/trunk/scripts/vl_animate_tree.nss
Jaysyn904 257cb23488 2025/11/25
Added Spell Cancelation tool to end spells early.
Made several Exalted feats available generally.
Fixed prereqs for several Exalted feats.
Fixed typo in Chasing Perfection related itemprops.
Grouped Exalted feats under a masterfeat.
Moved PRC8 Packages far down the packages.2da so as to not conflict with modules.
Updated PRC8 Tester module.
Epic Spell: Summon Aberration no longer sucks.  Creatures were updated to match PnP and now level with caster.
Twinfiend summon now receives the correct number of skill points for their bonus HD.
Added LevelUpSummon() function for handling creatures w/ class levels.
Further tweaking for the prc_2da_cache creature to prevent NPCs from attacking it.
Add paragon & psuedonatural template related json functions.
Gated errant debug message in prc_amagsys_gain.nss.
Add DM Tool for viewing PC's current character sheet, templates & spell effects.
Arrow of Bone shouldn't provide free mundane arrows anymore.  Needs testing.
Fixed a bunch of minor TLK typos.
2025-11-25 09:00:22 -05:00

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//::////////////////////////////////////////////////////////
//:: ;-. ,-. ,-. ,-.
//:: | ) | ) / ( )
//:: |-' |-< | ;-:
//:: | | \ \ ( )
//:: ' ' ' `-' `-'
//::///////////////////////////////////////////////////////
//::
/*
Impactscript for Animate Tree.
Animate Tree (Sp): At 8th level, a verdant lord can
animate a tree within 180 feet of him once per day. It
takes a full round for a tree to uproot itself;
thereafter it has a speed of 30 feet and fights as a
treant with respect to attacks and damage. The animated
tree gains a number of bonus Hit Dice equal to the
number of verdant lord levels the character possesses.
Though its Intelligence score is only 2 while animated,
the tree automatically understands the verdant lords
commands. The character can return the animated tree to
its normal state at will, and it automatically returns
to its normal state if it dies or if the verdant lord
who animated it is incapacitated or moves out of range.
Once the tree returns to its normal state by any means,
the verdant lord cannot animate another tree for 24 hours.
*/
//::
//:://////////////////////////////////////////////
//:: Script: vl_animate_tree.nss
//:: Author: Jaysyn
//:: Created: 2025-08-14 11:06:57
//:://////////////////////////////////////////////
#include "prc_inc_json"
#include "prc_inc_spells"
const float TREE_RANGE_FEET = 180.0;
const string TREE_RESREF = "prc_anim_tree01";
// Checks if caster is outside & above ground
int GetIsOutsideAboveGround(object oPC)
{
if (GetIsAreaInterior(GetArea(oPC))) return FALSE;
if (GetIsAreaNatural(GetArea(oPC)) == FALSE) return FALSE;
return TRUE;
}
// Watch function: despawns tree if caster is dead or out of range
void AnimateTreeWatch(object oTree, object oPC)
{
if(DEBUG) DoDebug("vl_animate_tree >> AnimateTreeWatch: Starting function.");
if (!GetIsObjectValid(oTree) || !GetIsObjectValid(oPC)) return;
if (GetIsDead(oPC) ||
GetDistanceBetween(oTree, oPC) > FeetToMeters(TREE_RANGE_FEET))
{
DestroyObject(oTree);
return;
}
DelayCommand(1.0, AnimateTreeWatch(oTree, oPC));
}
void main()
{
object oPC = OBJECT_SELF;
int nVerdant = GetLevelByClass(CLASS_TYPE_VERDANT_LORD, oPC);
// Check outdoors & above ground
if (!GetIsOutsideAboveGround(oPC))
{
SendMessageToPC(oPC, "This ability can only be used outdoors and above ground.");
return;
}
// Target location
location lTarget = PRCGetSpellTargetLocation();
// Distance check
if (GetDistanceBetweenLocations(GetLocation(oPC), lTarget) > FeetToMeters(TREE_RANGE_FEET))
{
SendMessageToPC(oPC, "That location is too far away.");
return;
}
// Load template
json jTree = TemplateToJson(TREE_RESREF, RESTYPE_UTC);
if (jTree == JSON_NULL)
{
SendMessageToPC(oPC, "TemplateToJson failed — bad resref or resource missing.");
return;
}
// Original HD
int nOriginalHD = json_GetCreatureHD(jTree);
if (nOriginalHD <= 0)
{
SendMessageToPC(oPC, "json_GetCreatureHD failed — template missing HD data.");
return;
}
//:: Stat boost calc
int nStatBoost = GetStatBoostsFromHD(nOriginalHD, nVerdant);
//:: Add Hit Dice
jTree = json_AddHitDice(jTree, nVerdant);
if (jTree == JSON_NULL)
{
SendMessageToPC(oPC, "json_AddHitDice failed - JSON became invalid.");
return;
}
//:: Update feats
jTree = json_AddFeatsFromCreatureVars(jTree, nOriginalHD);
if (jTree == JSON_NULL)
{
SendMessageToPC(oPC, "json_AddFeatsFromCreatureVars failed — JSON became invalid.");
return;
}
//:: Update stats
jTree = json_ApplyAbilityBoostFromHD(jTree, nOriginalHD);
if (jTree == JSON_NULL)
{
SendMessageToPC(oPC, "json_ApplyAbilityBoostFromHD failed — JSON became invalid.");
return;
}
// Size increase
if (nVerdant > 9)
{
jTree = json_AdjustCreatureSize(jTree, 1);
if (jTree == JSON_NULL)
{
SendMessageToPC(oPC, "vl_animate_tree: json_AdjustCreatureSize failed - JSON became invalid.");
return;
}
}
// Spawn Animated Tree from JSON
MultisummonPreSummon();
object oTree = JsonToObject(jTree, lTarget);
effect eSummon = ExtraordinaryEffect(EffectSummonCreature("", VFX_FNF_SUMMON_NATURES_ALLY_1, 0.0, 0, VFX_IMP_UNSUMMON, oTree));
ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, eSummon, lTarget);
if (!GetIsObjectValid(oTree))
{
SendMessageToPC(oPC, "JsonToObject failed - could not create creature from edited template.");
return;
}
DelayCommand(0.5, AugmentSummonedCreature(GetResRef(oTree)));
// Set faction to casters
ChangeFaction(oTree, oPC);
SetLocalObject(oTree, "ANIMATOR", oPC);
SetCurrentHitPoints(oTree, GetMaxPossibleHP(oTree));
// Explosion effect during uprooting
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE), oTree, 6.0);
effect eBark = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
eBark = UnyieldingEffect(eBark);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBark, oTree);
// Full round wait then move
AssignCommand(oTree, ClearAllActions());
AssignCommand(oTree, ActionWait(6.0));
AssignCommand(oTree, ActionMoveToObject(oPC));
// Start watch loop
DelayCommand(6.1, AnimateTreeWatch(oTree, oPC));
}