Happy New Year! Added Defensive Manifestation for psionics users. Removed Talent from Grapple Combat Ability so AI wouldn't use it. Charnel Touch is unlimited uses & shouldn't cause an AoO. Switched Rain of Fire to use PRCEffectDamage(). Fixed issue where initiator couldn't take a maneuver in a 2nd sword magic class when having the prereq manuevers from a previous sword magic class. Set Archetypal Form on Sphere of Ultimate Destruction. Set Archetypal Form on Black Blade of Disaster. Added missing immunities to Blighter's Undead WIldshape. Removed incorrect prereq from Claw at the Moon's TLK entry. Fixed pluralized Undead Wildshapes. NPC death always cleans up a grapple.
168 lines
6.5 KiB
Plaintext
168 lines
6.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: OnPlayerDeath eventscript
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//:: prc_ondeath
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//:://////////////////////////////////////////////
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/*
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This is also triggered by the NPC OnDeath event.
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*/
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#include "prc_inc_combat"
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#include "psi_inc_psifunc"
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#include "inc_ecl"
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#include "prc_inc_assoc"
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#include "prc_inc_combmove"
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void PreyOnTheWeak(object oDead)
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{
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float fRange = FeetToMeters(10.0);
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int i = 1;
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object oPrey = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, oDead, i, CREATURE_TYPE_IS_ALIVE, TRUE);
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while(GetIsObjectValid(oPrey) && GetDistanceBetween(oPrey, oDead) < fRange)
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{
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if(GetHasSpellEffect(MOVE_TC_PREY_ON_THE_WEAK, oPrey))
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{
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if(!GetLocalInt(oPrey, "PRC_POTW_HAS_ATTACKED"))
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{
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//GetNearestEnemy
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object oAoOTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, oPrey, 1, CREATURE_TYPE_IS_ALIVE, TRUE);
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if(GetIsObjectValid(oAoOTarget) && GetDistanceBetween(oPrey, oAoOTarget) < fRange)
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{
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effect eNone;
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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPrey);
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//SetLocalInt
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SetLocalInt(oPrey, "PRC_POTW_HAS_ATTACKED", 1);
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PerformAttack(oAoOTarget, oPrey, eNone, 0.0, 0, 0, GetWeaponDamageType(oWeap), "Prey on the Weak Hit", "Prey on the Weak Miss");
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//Set up removal
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DelayCommand(RoundsToSeconds(1), DeleteLocalInt(oPrey, "PRC_POTW_HAS_ATTACKED"));
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}
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}
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}
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i++;
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oPrey = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, oDead, i, CREATURE_TYPE_IS_ALIVE, TRUE);
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}
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}
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void main()
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{
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object oDead = GetLastBeingDied();
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object oKiller = MyGetLastKiller();
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// We are not actually dead until -10
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// Unless it's a spell death
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//int nHP = GetCurrentHitPoints(oDead);
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//if ((nHP >= -9) || (GetLocalInt(oTarget, "PRC_PNP_EfectDeathApplied"))
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// return;
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// Unsummon familiar/animal companions
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DelayCommand(0.1f, UnsummonCompanions(oDead));
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// Clear a damage tracking variable. Oni's stuff uses this
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SetLocalInt(oDead, "PC_Damage", 0);
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// Do Lolth's Meat for the killer
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if(GetAbilityScore(oDead, ABILITY_INTELLIGENCE) >= 4
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&& GetHasFeat(FEAT_LOLTHS_MEAT, oKiller)
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&& GetRacialType(oDead) != RACIAL_TYPE_UNDEAD
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&& GetRacialType(oDead) != RACIAL_TYPE_CONSTRUCT)
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{
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/*effect eLink = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_ALL);
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eLink = EffectLinkEffects(eLink, EffectAttackIncrease(1, ATTACK_BONUS_MISC));
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eLink = EffectLinkEffects(eLink, EffectDamageIncrease(DAMAGE_BONUS_1, DAMAGE_TYPE_DIVINE));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oKiller, RoundsToSeconds(5));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_EVIL_HELP), oKiller);*/
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ExecuteScript("prc_lolthmeat", oKiller);
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}
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// Do Mind Cleave feat
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if(GetHasFeat(FEAT_MIND_CLEAVE, oKiller))
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{
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SetLocalInt(oKiller, "MindCleave", TRUE);
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ExecuteScript("psi_sk_psychsrtk", oKiller);
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DelayCommand(0.25, DeleteLocalInt(oKiller, "MindCleave"));
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}
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// Do Merciless Purity from Shadowbane Inq
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if(GetLocalInt(oDead, "MercilessPurity") && GetIsObjectValid(GetLocalObject(oDead, "Shadowbane")))
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{
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object oShadow = GetLocalObject(oDead, "Shadowbane");
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effect eLink = EffectSavingThrowIncrease(SAVING_THROW_FORT, 1, SAVING_THROW_TYPE_ALL);
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eLink = EffectLinkEffects(eLink, EffectSavingThrowIncrease(SAVING_THROW_REFLEX, 1, SAVING_THROW_TYPE_ALL));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oShadow, HoursToSeconds(24));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_GOOD_HELP), oShadow);
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if (DEBUG) FloatingTextStringOnCreature("Merciless Purity activated", oShadow, FALSE);
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}
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if(GetPRCSwitch(PRC_XP_USE_PNP_XP))
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{
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if(GetObjectType(oKiller) == OBJECT_TYPE_TRIGGER)
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oKiller = GetTrapCreator(oKiller);
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if(oKiller != oDead
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&& GetIsObjectValid(oKiller)
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&& !GetIsFriend(oKiller, oDead)
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&& (GetIsObjectValid(GetFirstFactionMember(oKiller, TRUE))
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|| GetPRCSwitch(PRC_XP_GIVE_XP_TO_NON_PC_FACTIONS)))
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{
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GiveXPRewardToParty(oKiller, oDead);
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/* Not needed as we now disabled the bioware system if this is enabled
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*
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//bypass bioware XP system
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//AssignCommand(oDead, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oDead));
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SetLocalInt(oDead, "PRC_PNP_XP_DEATH", 1);
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//AssignCommand(oDead, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(10000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY), oDead));
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AssignCommand(oDead, ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oDead));
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*/
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}
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}
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// Prey on the Weak
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PreyOnTheWeak(oDead);
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if(GetPRCSwitch(PRC_PW_DEATH_TRACKING) && GetIsPC(oDead))
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SetPersistantLocalInt(oDead, "persist_dead", TRUE);
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// Psionic creatures lose all PP on death
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if(GetIsPsionicCharacter(oDead))
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LoseAllPowerPoints(oDead, TRUE);
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DeleteLocalInt(oDead, "PRC_SPELL_CHARGE_COUNT");
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DeleteLocalInt(oDead, "PRC_SPELL_HOLD");
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// Clean up grapples when any creature dies
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// Check if dead creature was actively grappling
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if (GetGrapple(oDead))
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{
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object oGrappleTarget = GetGrappleTarget(oDead);
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if (GetIsObjectValid(oGrappleTarget))
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{
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EndGrapple(oDead, oGrappleTarget);
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RemoveEventScript(oDead, EVENT_ONHEARTBEAT, "prc_grapple", TRUE, FALSE);
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DeleteLocalInt(oDead, "GrappleHeartbeatTimer");
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}
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}
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// ALSO check if dead creature was someone's grapple target
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object oPossibleGrappler = GetLocalObject(oDead, "GrappledBy");
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if (GetIsObjectValid(oPossibleGrappler))
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{
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EndGrapple(oPossibleGrappler, oDead);
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RemoveEventScript(oPossibleGrappler, EVENT_ONHEARTBEAT, "prc_grapple", TRUE, FALSE);
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DeleteLocalInt(oDead, "GrappleHeartbeatTimer");
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}
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// Trigger the death/bleed if the PRC Death system is enabled (ElgarL).
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if((GetPRCSwitch(PRC_PNP_DEATH_ENABLE)) && GetIsPC(oDead))
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AddEventScript(oDead, EVENT_ONHEARTBEAT, "prc_timer_dying", TRUE, FALSE);
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// Execute scripts hooked to this event for the player triggering it
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ExecuteAllScriptsHookedToEvent(oDead, EVENT_ONPLAYERDEATH);
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}
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