PoA_PRC8/_module/nss/prc_pwonspawn.nss
Jaysyn904 c929e2ff75 Made sure Halloween skeletons are equipping their weapon
Made sure Halloween skeletons are equipping their weapon.  Cleaned extra script calls in NPC AI.  Full compile.  Updated release archive.
2024-10-28 16:42:06 -04:00

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//:://////////////////////////////////////////////////
//:: prc_pwonspawn
/*
PRC's OnSpawn event handler for NPCs.
*/
//:://////////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "nw_i0_plot"
#include "rd_level"
#include "inc_sqlite_time"
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot);
void main()
{
//:: Initialize Major Variables
effect eVFX;
int nTotalPCs;
int nTotalPCLevel;
int nAveragePCLevel;
int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
string sCurrentDate = SQLite_GetSystemDate();
string sMonthDay = GetSubString(sCurrentDate, 0, 5);
object oArea = GetArea(OBJECT_SELF);
object oSkelly;
object oPC = GetFirstObjectInArea(oArea);
//ExecuteScript("prc_npc_spawn", OBJECT_SELF); -NOT NEEDED
//:: Get average PC level for area
//:: Cycle through PCs in Area
while (oPC != OBJECT_INVALID)
{
if (GetIsPC(oPC) == TRUE)
{
nTotalPCs++;
nTotalPCLevel = nTotalPCLevel + GetHitDice(oPC);
}
oPC = GetNextObjectInArea(oArea);
}
if (nTotalPCs > 0)
{
nAveragePCLevel = (nTotalPCLevel / nTotalPCs) - 1;
}
else
{
nAveragePCLevel = 2;
}
//:: Only active during Halloween week.
if ((sMonthDay == "10/24") ||
(sMonthDay == "10/25") ||
(sMonthDay == "10/26") ||
(sMonthDay == "10/27") ||
(sMonthDay == "10/28") ||
(sMonthDay == "10/29") ||
(sMonthDay == "10/30") ||
(sMonthDay == "10/31") ||
(sMonthDay == "11/01"))
{
//:: 33% chance to spawn
if ( Random(100) < 33 )
{
//:: Spawn Skeleton.
eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
DelayCommand(0.1f, ActionDoLevelUp(oSkelly, nAveragePCLevel));
//:: Assign Weapon
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
string sItem;
if (nResult == 1)
{
sItem = "nw_wplhb001"; //:: Halberd
}
else if(nResult == 2)
{
sItem = "nw_wplsc001"; //:: Scythe
}
else if(nResult == 3)
{
sItem = "nw_wplss001"; //:: Spear
}
else if(nResult ==4)
{
sItem = "nw_wblfh001"; //:: Heavy Flail
}
else if(nResult == 5)
{
sItem = "nw_wswgs001"; //:: Greatsword
}
else
sItem = "nw_waxgr001"; //:: Greataxe
object oWeapon = CreateItemOnObject(sItem, oSkelly, nStackSize);
ReallyEquipItemInSlot(oSkelly, oWeapon, INVENTORY_SLOT_RIGHTHAND);
//:: Apply VFX & Attack
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly);
}
}
}
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot)
{
if (GetItemInSlot(nSlot) != oItem)
{
//ClearAllActions();
AssignCommand(oNPC, ActionEquipItem(oItem, nSlot));
DelayCommand(0.3, ReallyEquipItemInSlot(oNPC, oItem, nSlot));
}
}