Added Mine & Caverns raise & lower functionality
Added Mine & Caverns raise & lower functionality. Revamped Level 1 events to match PnP. Updated Level 1: Core. Added new Footcatcher trap type. Added Underwater heartbeat to Glop Lake Underwater. Full compile.
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72
_module/nss/trap_footcatch.nss
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72
_module/nss/trap_footcatch.nss
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//::///////////////////////////////////////////////
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//:: Footcatcher Trap
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//:: trap_footcatch
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//:: Copyright (c) 2023 Project RATDOG
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//:://////////////////////////////////////////////
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/*
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*/
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "NW_I0_SPELLS"
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void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);
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void main()
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{
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//Declare major variables
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int nDuration = 4;
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int nDamage = d3(1);
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object oTarget = GetEnteringObject();
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location lTarget = GetLocation(oTarget);
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effect eStopped = EffectCutsceneImmobilize();
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eStopped = ExtraordinaryEffect(eStopped);
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effect eDamage = EffectDamage(nDamage);
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effect eVis1 = EffectVisualEffect(VFX_DUR_ENTANGLE);
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effect eVis2 = EffectVisualEffect(VFX_IMP_POISON_S);
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effect ePoison = EffectPoison(POISON_LARGE_SCORPION_VENOM);
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ePoison = ExtraordinaryEffect(ePoison);
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effect eLink1 = EffectLinkEffects(eVis1, eDamage);
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eLink1 = ExtraordinaryEffect(eLink1);
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//Find first target in the size
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget);
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//Cycle through the objects in the radius
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while (GetIsObjectValid(oTarget))
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{
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if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, 20, SAVING_THROW_TYPE_NONE))
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{
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//:: Apply damage & hold effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eLink1, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStopped, oTarget, RoundsToSeconds(nDuration));
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SendMessageToPC(oTarget, "You've stepped thru a false floor, into a spiked trap.");
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if(!MySavingThrow(SAVING_THROW_FORT, oTarget, 18, SAVING_THROW_TYPE_POISON))
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{
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//:: Apply poison
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget, RoundsToSeconds(nDuration));
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}
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}
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//Get next target in the shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget);
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}
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//respawn trap
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DelayCommand(598.0, CreateObject2(GetObjectType(OBJECT_SELF), GetResRef(OBJECT_SELF), GetLocation(OBJECT_SELF)));
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DelayCommand(600.0, DestroyObject(OBJECT_SELF));
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}
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void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE)
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{
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CreateObject(nObjectType, sTemplate, lLocation, bUseAppearAnimation);
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return;
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}
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