//:://///////////////////////////////////////////// //:: Name x2_def_heartbeat //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Gelatinous Cube Heartbeat */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: Sept 16/03 //::////////////////////////////////////////////// #include "x0_i0_spells" #include "x2_i0_spells" void main() { // execute default AI ExecuteScript("nw_c2_default1", OBJECT_SELF); // Cube additions // * Only on the first heartbeat, destroy the creature's personal space if (!GetLocalInt(OBJECT_SELF,"X2_L_GCUBE_SETUP")) { effect eGhost = EffectCutsceneGhost(); eGhost = SupernaturalEffect(eGhost); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eGhost,OBJECT_SELF); SetLocalInt(OBJECT_SELF,"X2_L_GCUBE_SETUP",TRUE) ; } object oVictim = GetFirstObjectInShape(SHAPE_CUBE,4.0f,GetLocation(OBJECT_SELF),TRUE, OBJECT_TYPE_CREATURE); while (GetIsObjectValid(oVictim)) { if (spellsIsTarget(oVictim,SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && oVictim != OBJECT_SELF) { EngulfAndDamage(oVictim,OBJECT_SELF); } oVictim = GetNextObjectInShape(SHAPE_CUBE,4.0f,GetLocation(OBJECT_SELF),TRUE, OBJECT_TYPE_CREATURE); } }