Added support for NPCs with Charge, Pounce, Trample, Overrun, Awesome Blow & Bull Rush. Full compile. Updated release archive.
80 lines
3.0 KiB
Plaintext
80 lines
3.0 KiB
Plaintext
//:: charger_hb.nss
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//::
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//:: Makes a creature pick a target & run DoCharge occasionally.
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//::
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#include "prc_inc_combmove"
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#include "prc_inc_spells"
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void main()
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{
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object oNPC = OBJECT_SELF;
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string sName = GetName(oNPC);
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int bImpBullRush = GetHasFeat(FEAT_IMPROVED_BULLRUSH, oNPC);
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int bAcrobaticCharge = GetHasFeat(FEAT_ACROBATIC_CHARGE, oNPC);
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int bPouncer = GetLocalInt(oNPC, "POUNCER");
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if(DEBUG) DoDebug("charger_hb: Starting script on "+sName+".");
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// Check if the cooldown is active
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if (GetLocalInt(oNPC, "ChargeCooldown") == 1)
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{
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if(DEBUG) DoDebug("charger_hb: "+sName+" can't use Charge while it is on cooldown.");
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return; // Exit if cooldown is active
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}
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if (GetLocalInt(oNPC, "GrappleOriginator") == 1)
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{
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if(DEBUG) DoDebug("charger_hb: "+sName+" can't use Charge while grappling.");
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return; // Exit
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}
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if (GetLocalInt(oNPC, "GrappleTarget") == 1)
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{
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if(DEBUG) DoDebug("charger_hb: "+sName+" can't use Charge while being grappled.");
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return; // Exit
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}
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// Define the minimum and maximum range for target selection
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float fMinRange = FeetToMeters(20.0); // Minimum range in meters (15 feet)
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float fMaxRange = FeetToMeters(45.0); // Maximum range in meters (45 feet)
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// Randomly decide whether to trigger the charge effect (e.g., 20% chance)
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if (1 + Random(100) <= 25) // 25% chance
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{
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fMaxRange, GetLocation(oNPC), TRUE, OBJECT_TYPE_CREATURE);
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// If we find a valid target, proceed
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while (GetIsObjectValid(oTarget))
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{
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// Calculate the distance to the target
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float fDistance = GetDistanceBetween(oNPC, oTarget);
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// Check if the target is a valid enemy, alive, and within the distance constraints
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if (oTarget != oNPC && GetIsEnemy(oTarget, oNPC) && !GetIsDead(oTarget) && fDistance > fMinRange && fDistance <= fMaxRange)
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{
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// Create a message using the names of the creatures
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string sMessage = GetName(oNPC) + " is charging " + GetName(oTarget) + "!";
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// Show floating text message
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FloatingTextStringOnCreature(sMessage, oNPC, FALSE);
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SendMessageToPC(oTarget, sMessage);
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// Call the DoCharge function
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DoCharge(oNPC, oTarget, TRUE, bAcrobaticCharge, 0, -1, bImpBullRush, 0, bPouncer);
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// Set cooldown flag
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SetLocalInt(oNPC, "ChargeCooldown", 1);
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// Delay removal of the cooldown after 6-18 seconds (1-3 rounds)
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DelayCommand(RoundsToSeconds(d3(1)), DeleteLocalInt(oNPC, "ChargeCooldown"));
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break; // Exit the loop after charging
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}
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// Select the next target within the shape
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fMaxRange, GetLocation(oNPC), TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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else
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if(DEBUG) DoDebug("charger_hb: "+sName+" skipped Charging");
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} |