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.
84 lines
2.0 KiB
Plaintext
84 lines
2.0 KiB
Plaintext
/*
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Implicable Foe - Heartbeat
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*/
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#include "prc_alterations"
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int GetIsDisabled(object oCreature);
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void main()
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{
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object oCreator = GetAreaOfEffectCreator();
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switch(GetCurrentAction(oCreator))
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{
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case ACTION_ANIMALEMPATHY:
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case ACTION_ATTACKOBJECT:
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case ACTION_CASTSPELL:
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case ACTION_CLOSEDOOR:
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case ACTION_COUNTERSPELL:
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case ACTION_DIALOGOBJECT:
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case ACTION_DISABLETRAP:
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case ACTION_DROPITEM:
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case ACTION_EXAMINETRAP:
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case ACTION_FLAGTRAP:
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case ACTION_FOLLOW:
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case ACTION_HEAL:
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case ACTION_ITEMCASTSPELL:
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case ACTION_KIDAMAGE:
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case ACTION_LOCK:
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case ACTION_MOVETOPOINT:
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case ACTION_OPENDOOR:
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case ACTION_OPENLOCK:
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case ACTION_PICKPOCKET:
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case ACTION_PICKUPITEM:
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case ACTION_RANDOMWALK:
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case ACTION_RECOVERTRAP:
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case ACTION_REST:
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case ACTION_SETTRAP:
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case ACTION_SIT:
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case ACTION_SMITEGOOD:
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case ACTION_TAUNT:
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case ACTION_USEOBJECT:
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FloatingTextStringOnCreature("Your concentration is broken.", oCreator, FALSE);
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DestroyObject(OBJECT_SELF);
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break;
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}
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if(GetIsDisabled(oCreator))
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{
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FloatingTextStringOnCreature("Your concentration is broken.", oCreator, FALSE);
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DestroyObject(OBJECT_SELF);
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}
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}
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int GetIsDisabled(object oCreature)
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{
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int bReturn = FALSE;
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effect e = GetFirstEffect(oCreature);
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while(GetIsEffectValid(e))
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{
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switch(GetEffectType(e))
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{
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case EFFECT_TYPE_CHARMED:
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case EFFECT_TYPE_CONFUSED:
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case EFFECT_TYPE_CUTSCENE_PARALYZE:
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case EFFECT_TYPE_CUTSCENEIMMOBILIZE:
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case EFFECT_TYPE_DAZED:
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case EFFECT_TYPE_DOMINATED:
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case EFFECT_TYPE_ENTANGLE:
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case EFFECT_TYPE_FRIGHTENED:
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case EFFECT_TYPE_PARALYZE:
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case EFFECT_TYPE_PETRIFY:
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case EFFECT_TYPE_SLEEP:
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case EFFECT_TYPE_STUNNED:
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bReturn = TRUE;
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break;
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}
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e = GetNextEffect(oCreature);
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}
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if(GetIsDead(oCreature))
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{
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bReturn = TRUE;
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}
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return bReturn;
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}
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