PoA_PRC8/_module/nss/awesomeblow_hb.nss
Jaysyn904 b0a9d7abac Added support for NPCs with Combat Feats
Added support for NPCs with Charge, Pounce, Trample, Overrun, Awesome Blow & Bull Rush.  Full compile.  Updated release archive.
2024-12-13 18:40:31 -05:00

116 lines
4.4 KiB
Plaintext

//:: awesomeblow_hb.nss
//::
//:: Makes a creature pick a target & run DoAwesomeBlow() occasionally.
//::
#include "prc_inc_combmove"
#include "prc_inc_spells"
void DoAwesomeBlow(object oTarget, object oNPC = OBJECT_SELF)
{
int nHP = GetCurrentHitPoints(oTarget);
int nSizeBonus;
effect eNone;
// Apply the VFX
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_REFLEX_SAVE_THROW_USE), oTarget);
PerformAttack(oTarget, oNPC, eNone, 0.0, -4);
if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
{
int nDC = nHP - GetCurrentHitPoints(oTarget); // This should be the amount caused by the attack
if ((PRCGetCreatureSize(oNPC) + nSizeBonus) > PRCGetCreatureSize(oTarget))
{
if (!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_NONE))
{
_DoBullRushKnockBack(oTarget, oNPC, 10.0);
// Apply knockdown effect after the knockback with a slight delay
DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectKnockdown(), oTarget, 6.0));
// Trigger dust explosion when the target stops moving
DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DUST_EXPLOSION), oTarget));
}
}
}
}
void main()
{
object oNPC = OBJECT_SELF;
string sName = GetName(oNPC);
int nNPCSize = PRCGetCreatureSize(oNPC);
// Define a range for target selection
float fRange;
if (nNPCSize == CREATURE_SIZE_INVALID) fRange = FeetToMeters(10.0);
if (nNPCSize == CREATURE_SIZE_TINY) fRange = FeetToMeters(2.0);
if (nNPCSize == CREATURE_SIZE_SMALL) fRange = FeetToMeters(5.0);
if (nNPCSize == CREATURE_SIZE_MEDIUM) fRange = FeetToMeters(5.0);
if (nNPCSize == CREATURE_SIZE_LARGE) fRange = FeetToMeters(10.0);
if (nNPCSize == CREATURE_SIZE_HUGE) fRange = FeetToMeters(15.0);
if (nNPCSize == CREATURE_SIZE_GARGANTUAN) fRange = FeetToMeters(20.0);
if (nNPCSize == CREATURE_SIZE_COLOSSAL) fRange = FeetToMeters(30.0);
if(DEBUG) DoDebug("awesomeblow_hb: Starting script on "+sName+".");
// Check if the cooldown is active
if (GetLocalInt(oNPC, "AwesomeBlowCooldown") == 1)
{
if(DEBUG) DoDebug("awesomeblow_hb: "+sName+" can't use Awesome Blow while it is on cooldown.");
return; // Exit if cooldown is active
}
if (GetLocalInt(oNPC, "GrappleOriginator") == 1)
{
if(DEBUG) DoDebug("awesomeblow_hb: "+sName+" can't use Awesome Blow while you are grappling an opponent.");
return; // Exit
}
if (GetLocalInt(oNPC, "GrappleTarget") == 1)
{
if(DEBUG) DoDebug("awesomeblow_hb: "+sName+" can't use Awesome Blow while you are being grappled.");
return; // Exit
}
// Randomly decide whether to trigger an Awesome Blow (e.g., 33% chance)
if (1 + Random(100) <= 33)
{
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, GetLocation(oNPC), TRUE, OBJECT_TYPE_CREATURE);
int nTargetSize = PRCGetCreatureSize(oTarget);
// If we find a valid target, proceed
while (GetIsObjectValid(oTarget))
{
// Check if the target is a valid enemy, alive, and at least one size smaller
if (oTarget != oNPC && GetIsEnemy(oTarget, oNPC) && !GetIsDead(oTarget) && nTargetSize < nNPCSize)
{
// Call the DoAwesomeBlow function
DoAwesomeBlow(oTarget, oNPC);
// Create a message using the names of the creatures
string sMessage = GetName(oNPC) + " assaults " + GetName(oTarget) + " with an Awesome Blow!";
// Show floating text message
FloatingTextStringOnCreature(sMessage, oNPC, FALSE);
SendMessageToPC(oTarget, sMessage);
// Set cooldown flag
SetLocalInt(oNPC, "AwesomeBlowCooldown", 1);
// Delay removal of the cooldown after 1-4 rounds
DelayCommand(RoundsToSeconds(d4(1)), DeleteLocalInt(oNPC, "AwesomeBlowCooldown"));
break; // Exit the loop after using Awesome Blow
}
// Select the next target within the spell shape
oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, GetLocation(oNPC), TRUE, OBJECT_TYPE_CREATURE);
}
}
else
if(DEBUG) DoDebug("awesomeblow_hb: "+sName+" skipped Awesome Blow");
}