Added several new undead models & facelifted overrides for other models. Added dozens of new undead creatures from Libris Mortis & the monster manuals. Added CODI Core AI. Added NESS spawner system. Added randomized respawning trap system. Added undead feeding system. Greatly revamped Catacombs & Halls of the Dead. Updated nimtools. Full compile. Updated release archive.
19 lines
1.0 KiB
Plaintext
19 lines
1.0 KiB
Plaintext
//:: plchb_darkmote.nss
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// Thanks to Clippy for this great example!
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// This script is a perfect example of a fire-and-forget placeable OnHeartbeat script.
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// It will apply the visual effect ID stored in local variable "vfx" (set in the toolset)
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// Then it will remove the event script from the heartbeat so it never fires again.
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// This is efficient - it will fire the first heartbeat "when ready" (lazily, especially if it's in an area the player isn't) and then never fire it ever again.
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void main()
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{
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//int vfx = GetLocalInt(OBJECT_SELF, "vfx");
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//int vfx = 11;
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//if (vfx)
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//ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(vfx), OBJECT_SELF);
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//ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAreaOfEffect(AOE_PER_DARKNESS, "NW_S0_DarknessA", "NW_S0_DarknessB", ""), OBJECT_SELF);
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ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, EffectAreaOfEffect(AOE_PER_DARKNESS, "NW_S0_DarknessA", "", "NW_S0_DarknessB"), GetLocation(OBJECT_SELF));
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SetEventScript(OBJECT_SELF, EVENT_SCRIPT_PLACEABLE_ON_HEARTBEAT, "");
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} |