Initial module commit
Initial module commit.
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90
_module/nss/j_ai_wingbuffet.nss
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90
_module/nss/j_ai_wingbuffet.nss
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/************************ [Dragon Wing Buffet] *********************************
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Filename: J_AI_WingBuffet
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************************* [Dragon Wing Buffet] *********************************
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"The dragon will launch into the air, knockdown
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all opponents who fail a Reflex Save and then
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land on one of those opponents doing damage
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up to a maximum of the Dragons HD + 10."
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This is modified by Jasperre for use by Dragons in the AI. Instead of
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crashing, using effect appear, disspear, it just uses effect appear.
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************************* [History] ********************************************
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Version 1.3 changes
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- Made the "action attack" work better, getting the nearest
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seen and heard instead of the nearest (which may not be seen or heard).
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- Added in random damage for each target!
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- Faction Equal as well as GetIsFriend check.
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************************* [Workings] *******************************************
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Executed via. ExecuteScript from the AI file, it is seperate because it is
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almost a new AI ability.
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************************* [Arguments] ******************************************
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Arguments: N/A
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************************* [Dragon Wing Buffet] ********************************/
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void main()
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{
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//Declare major variables
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ClearAllActions();// To rid errors.
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effect eKnockDown = EffectKnockdown();
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int nDamage;
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int nDC = GetHitDice(OBJECT_SELF);
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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// Use a delay based on range,
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float fDelay;
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location lSelf = GetLocation(OBJECT_SELF);
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string sMessage = GetName(OBJECT_SELF) + " is using its wing buffet against you!";
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location lTarget;
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float fRandomKnockdown;
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// Pulse of wind applied...
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lSelf);
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//Apply the VFX impact and effects
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//Get first target in spell area
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lSelf);
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while(GetIsObjectValid(oTarget))
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{
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lTarget = GetLocation(oTarget);
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fDelay = GetDistanceToObject(oTarget)/20.0;
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// Wind pulse to all
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DelayCommand(fDelay, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget));
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//Get next target in spell area
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// Do not effect allies.
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if(!GetIsFriend(oTarget) && !GetFactionEqual(oTarget))
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{
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SendMessageToPC(oTarget, sMessage);
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if(GetCreatureSize(oTarget) != CREATURE_SIZE_HUGE)
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{
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if(!ReflexSave(oTarget, nDC))
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{
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// Randomise damage. (nDC = Hit dice)
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nDamage = Random(nDC) + 11;
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
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// Randomise knockdown, to minimum of 6.0 (1.0/2 = 0.5. + 5.5 = 6.0)
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fRandomKnockdown = 5.5 + ((IntToFloat(Random(30)) + 1.0)/10.0);
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// We'll have a windy effect..depending on range
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockDown, oTarget, fRandomKnockdown));
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lSelf);
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}
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// Do a great flapping wings on land effect.
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effect eAppear = EffectAppear();
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eAppear, OBJECT_SELF);
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// Attack the nearest seen (so not to stand there for 6 seconds).
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object oNearest = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, CREATURE_TYPE_IS_ALIVE, TRUE);
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if(GetIsObjectValid(oNearest))
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{
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DelayCommand(1.0, ActionAttack(oNearest));
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}
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else
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{
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oNearest = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_HEARD, CREATURE_TYPE_IS_ALIVE, TRUE);
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if(GetIsObjectValid(oNearest))
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{
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DelayCommand(1.0, ActionAttack(oNearest));
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}
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}
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}
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