RoT2_PRC8/_module/nss/monk_attack.nss
Jaysyn904 499aba4eb3 Initial upload
Initial upload
2023-09-25 18:13:22 -04:00

115 lines
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#include "nw_i0_generic"
/* Script generated by
Lilac Soul's NWN Script Generator, v. 1.2
For download info, please visit:
http://www.angelfire.com/space/lilacsoul */
//Put this on action taken in the conversation editor
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = GetObjectByTag("gong_guard");
AssignCommand(oTarget, ClearAllActions());
oTarget = GetObjectByTag("gong_guard");
AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("WP_gong")));
oTarget = GetObjectByTag("gong_guard");
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(GetObjectByTag("gong")));
AssignCommand(oTarget, DetermineCombatRound(oPC));
object oSpawn;
oTarget = GetWaypointByTag("WP_monk1");
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = oSpawn;
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
oTarget = oPC;
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = oSpawn;
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
oTarget = GetWaypointByTag("WP_monk2");
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = GetWaypointByTag("WP_monk3");
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = oSpawn;
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
oTarget = OBJECT_SELF;
AdjustReputation(oPC, oTarget, -100);
SetPlotFlag(oTarget, FALSE); // CS change so players don't attack...
oTarget = OBJECT_SELF;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = GetObjectByTag("gong_guard");
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
}