Added updated ProjectQ troll chief model

Added updated ProjectQ troll chief model. Created encounter table for Great Northern Desert.  Created or imported several pnp creature UTCs: vampire spawn, spectre, mohrg, basilisk, monstrous scorpions, air & earth elementals, ankhegs.  Created pnp attacks for vampire & spectre.  Full compile.

Co-Authored-By: Draygoth <65428430+Draygoth@users.noreply.github.com>
This commit is contained in:
Jaysyn904
2022-12-17 23:51:16 -05:00
parent b511431250
commit 6b1ac72a5d
146 changed files with 16816 additions and 11389 deletions

View File

@@ -13,7 +13,9 @@
void main()
{
object oNPC = OBJECT_SELF;
object oNPC = OBJECT_SELF;
string sResRef = GetResRef(oNPC);
// Makes sure armor's droppable flag is set to 0
/* SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0);
@@ -222,6 +224,32 @@ int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
//:: Vampire's Gaseous Form onDeath
if(sResRef == "ra_vampspawn01" || sResRef == "ra_vampspawn02")
{
effect eVFX;
object oSpawn;
location lSelf = GetLocation(OBJECT_SELF);
//:: Apply some visual effects & unload the model.
eVFX = EffectVisualEffect(VFX_COM_UNLOAD_MODEL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
eVFX = EffectVisualEffect(VFX_COM_BLOOD_CRT_RED);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
eVFX = EffectVisualEffect(491);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
eVFX = EffectVisualEffect(VFX_COM_CHUNK_RED_SMALL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
eVFX = EffectVisualEffect(VFX_FNF_SMOKE_PUFF);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oNPC);
//:: Spawn Gaseous Form.
eVFX = EffectVisualEffect(133);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ra_vamp_gas_form", GetLocation(oNPC));
DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn));;
}
//:: Execute CODI AI NPC OnDeath script
ExecuteScript("no_ai_dth", OBJECT_SELF);