//:://///////////////////////////////////////////// //:: Lycanthrope Change //:: NW_C2_LYRAT_D //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Changes someone into a greater barghest when they are attacked. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 27, 2002 //:: Modified by: Eligio Sacataca for Barghest //::////////////////////////////////////////////// void main() { // Make sure the were creature has a custom on spawn in with the line Custom User On Attacked being // commented in. This becomes the Userdefined script. int nUser = GetUserDefinedEventNumber(); // still needs this check otherwise it could spawn in multiple barghests if // attacked by multiple creatures at the same time. int nChange = GetLocalInt(OBJECT_SELF,"ZEP_BARGHESTFORM"); effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD); if(nUser == 1005 && nChange == 0) { // Get position and facing of Goblin and set spawn point for the Barghest vector vGoblin = GetPosition(OBJECT_SELF); float fAngle = GetFacing(OBJECT_SELF); location lBarghest; vector vChange; object oArea = GetArea(OBJECT_SELF); vChange.x = cos(fAngle) * 1.0; lBarghest = Location(oArea, vGoblin+vChange, fAngle); DelayCommand(0.9, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(OBJECT_SELF))); SetLocalInt(OBJECT_SELF, "ZEP_BARGHESTFORM", 1); // Spawn the Barghest CreateObject(OBJECT_TYPE_CREATURE,"zep_barghestg",lBarghest,FALSE); // Destroy the goblin DelayCommand(1.0, DestroyObject(OBJECT_SELF)); } }