PRC8/nwn/nwnprc/trunk/scripts/poison_wpn_onhit.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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//::///////////////////////////////////////////////
//:: Poison Weapon OnHit spellscript
//:: poison_onhit
//::///////////////////////////////////////////////
/*
The weapon used to trigger this should contain two
local ints:
pois_wpn_idx - The number of poison to use. Matched
against poison.2da
pois_wpn_uses - The number of uses remaining.
The script first makes sure that both ints contain
valid values. If uses is 0 or less, they are both
removed along with the itemproperty.
The removal also happens when uses run out.
The actual effect is an EffectPoison being applied
to the target. The poison used is determined by
pois_wpn_idx.
*/
//:://////////////////////////////////////////////
//:: Created By: Ornedan
//:: Created On: 12.12.2004
//:: Updated On: 20.12.2004
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_poison"
void main()
{
object oWeapon = GetSpellCastItem();
object oTarget = PRCGetSpellTargetObject();
object oPC = GetLastAttacker(oTarget);
int nPoisonIdx = GetLocalInt(oWeapon, "pois_wpn_idx");
int nUses = GetLocalInt(oWeapon, "pois_wpn_uses");
if(DEBUG) DoDebug("poison_wpn_onhit running\n"
+ "oWeapon = " + DebugObject2Str(oWeapon) + "\n"
+ "oTarget = " + DebugObject2Str(oTarget) + "\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "nPoisonIdx = " + IntToString(nPoisonIdx) + "\n"
+ "nUses = " + IntToString(nUses) + "\n"
);
/* Make sure the weapon is poisoned. This is pretty much paranoia, but
* there could be cases of something wiping the local variables, but leaving
* the temporary itemproperty around.
*/
if(nUses <= 0)
{
DoPoisonRemovalFromWeapon(oWeapon);
return;
}
// Apply the poison to target
effect ePoison = EffectPoison(nPoisonIdx);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget);
// Remove one from the use counter and see if the poison wore off
nUses -= 1;
if(nUses <= 0)
{
DoPoisonRemovalFromWeapon(oWeapon);
// If a player was wielding the weapon, inform them
object oPC = GetLastAttacker(oTarget);
if(GetIsPC(oPC))
SendMessageToPCByStrRef(oPC, STRREF_POISON_WORN_OFF);
}
else
SetLocalInt(oWeapon, "pois_wpn_uses", nUses);
}