RATDOG/_module/nss/vampscome.nss
Jaysyn904 0f13e6c538 Initial module commit
Initial module commit.
2021-08-29 23:34:48 -04:00

155 lines
4.8 KiB
Plaintext

#include "nw_i0_generic"
/* Script generated by
Lilac Soul's NWN Script Generator, v. 2.1
For download info, please visit:
http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
//Put this on action taken in the conversation editor
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = GetObjectByTag("vamp1");
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
DestroyObject(oTarget, 3.0);
oTarget = GetObjectByTag("vamp2");
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
DestroyObject(oTarget, 3.0);
oTarget = GetObjectByTag("vamp3");
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
DestroyObject(oTarget, 3.0);
oTarget = GetObjectByTag("vamp4");
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
DestroyObject(oTarget, 3.0);
object oSpawn;
location lTarget;
oTarget = GetWaypointByTag("vam1");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "trezelle", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)));
oTarget = GetWaypointByTag("vam2");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "mhao", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)));
oTarget = GetWaypointByTag("vam3");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "itara", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)));
oTarget = GetWaypointByTag("vam4");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "swoana", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)));
}