Shargast_PRC8/_module/Chapter 2/nss/backuptimestop.nss
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//::////////////////////////////////////////////////////:://
//:: Invizible420's Alternate Timestop Spell //:://
//:: //:://
//:: By: Invizible420 //:://
//:: (Created 12/20/02 updated 04/23/03 (v 1.07) //:://
//::////////////////////////////////////////////////////:://
//:: //:://
//:: Persistent World Workaround for Bioware's //:://
//:: Default Timestop Spell. This will Decrease //:://
//:: Attack and Movement Speed, then CutSceneDominate //:://
//:: creatures within a radius of the caster. //:://
//:: //:://
//:: //:://
//:: Contact info/Bug Reports: Digiddy777@yahoo.com //:://
//::////////////////////////////////////////////////////:://
#include "prc_inc_spells"
#include "NW_I0_GENERIC"
// Customize User Defined Variables
float fDur = 15.0; // Duration in seconds
float fDist = 50.0; // Radius in meters
int iSlow = 100; // Percentage to decrease movement by
int iDAttack = 100; // Amount to decrease attack by
// Function to return the object for GetMaster otherwise return OBJECT_INVALID
// this was made because I do not know if GetMaster returns OBJECT_INVALID
// if no object is found - I would assume it does, but just in case this WILL
object i420_GetMaster(object oAssociate) {
object oAObj;
oAObj = OBJECT_INVALID;
if ((GetMaster(oAssociate) != GetModule()) ||
(GetMaster(oAssociate) != OBJECT_INVALID)) {
oAObj = GetMaster(oAssociate);
}
return oAObj;
}
// Function to resume creature(s) previous actions wrapped for Delay
void ResumeLast(object oResumee, object oIntruder)
{
// Delay DetermineCombatRound
DelayCommand(fDur+0.25,AssignCommand(oResumee,DetermineCombatRound(oIntruder)));
}
// Function to resume creature(s) previous actions wrapped for Delay
// this one also readds the creature as a henchman of oMaster
void ResumeLast2(object oResumee, object oIntruder, object oMaster)
{
// Return oResumee to the service of oMaster
AddHenchman(oMaster,oResumee);
// Delay DetermineCombatRound
AssignCommand(oResumee,DetermineCombatRound(oIntruder));
}
// Function to control TimeStop effects
void TSEffects(object oEffector, object oCaster)
{
// Check if stopped creature is a hostile
//if (GetIsReactionTypeHostile(oCaster,oEffector) == TRUE) { // REMOVED
// Start the resume combat round after Timestop
ResumeLast(oEffector, oCaster);
// Decrease the creature(s) attack
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectAttackDecrease(iDAttack,ATTACK_BONUS_MISC),oEffector,fDur);
// Stop the creature(s) from moving for fDur seconds
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectMovementSpeedDecrease(iSlow),oEffector,fDur);
// Make module dominate the creature(s) for fDur seconds
AssignCommand(GetModule(),ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectCutsceneDominated(),oEffector,fDur));
// Clear the creature(s) action que
AssignCommand(oEffector,ClearAllActions(TRUE));
/* Removed because it's probably not necessary any longer
// Disable Commandable (actions que)
SetCommandable(FALSE,oEffector);
// Enable Commandable after fDur
DelayCommand(fDur,SetCommandable(TRUE,oEffector));
*/
}
// Function to control TimeStop effects
void TSEffects2(object oEffector, object oCaster, object oMaster)
{
// Check if stopped creature is a hostile
//if (GetIsReactionTypeHostile(oCaster,oEffector) == TRUE) { // REMOVED
// Start the resume combat round after Timestop (2 also resets the master)
DelayCommand(fDur+0.25,ResumeLast2(oEffector, oCaster, oMaster));
// Decrease the creature(s) attack
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectAttackDecrease(iDAttack,ATTACK_BONUS_MISC),oEffector,fDur);
// Stop the creature(s) from moving for fDur seconds
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectMovementSpeedDecrease(iSlow),oEffector,fDur);
// Make module dominate the creature(s) for fDur seconds
AssignCommand(GetModule(),ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectCutsceneDominated(),oEffector,fDur));
// Clear the creature(s) action que
AssignCommand(oEffector,ClearAllActions(TRUE));
/* Removed because it's probably not necessary any longer
// Disable Commandable (actions que)
SetCommandable(FALSE,oEffector);
// Enable Commandable after fDur
DelayCommand(fDur,SetCommandable(TRUE,oEffector));
*/
}
// Function to get creature(s) within radius and apply the alternate TimeStop
void TimeStop(object oTarget)
{
object oNearestC; // Define nearest creature
// Begin loop to find all creatures within the fDist meter radius
oNearestC = GetFirstObjectInShape(SHAPE_SPHERE, fDist, PRCGetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oNearestC))
{
// This makes sure the Caster is not Timestopped and skips any PC's/NPC's associates
if ((oNearestC != oTarget) &&
(i420_GetMaster(oNearestC) == OBJECT_INVALID))
{
// Start the TimeStop effects (For non-associates)
DelayCommand(0.75,TSEffects(oNearestC,oTarget));
}
// Now if it is an associate -- Get their master for use in the TsEffects2
if (i420_GetMaster(oNearestC) != OBJECT_INVALID) {
object oMaster = i420_GetMaster(oNearestC);
// Start the TimeStop effects (for associates)
DelayCommand(0.75,TSEffects2(oNearestC,oTarget,oMaster));
}
// Get the next creature in the fDist meter radius and continue loop
oNearestC = GetNextObjectInShape(SHAPE_SPHERE, fDist, PRCGetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
}
}
// Begin Main Function
void main()
{
//Signal event to start the TimeStop
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE));
// Begin custom TimeStop
TimeStop(OBJECT_SELF);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_TIME_STOP), PRCGetSpellTargetLocation());
}