WoR_PRC8/_removed/nw_s0_timestop.nss
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#include "x2_inc_spellhook"
//::////////////////////////////////////////////////////:://
//:: Invizible420's Alternate <span class="highlight">Timestop</span> Spell //:://
//:: //:://
//:: By: Invizible420 //:://
//:: Modified By: Shayan //:://
//:: (Created 12/20/02 updated 12/08/04 (v 2.0) //:://
//::////////////////////////////////////////////////////:://
//:: //:://
//:: Persistent World Workaround for Bioware's //:://
//:: Default <span class="highlight">Timestop</span> Spell. This will Decrease //:://
//:: Attack and Movement Speed, then CutSceneDominate //:://
//:: creatures within a radius of the caster. //:://
//:: //:://
//:: This version now uses the module to dominate the //:://
//:: the creatures, this stops PC from dominating //:://
//:: other PC's. Also added a fix to not dominate //:://
//:: a caster's familiars. //:://
//:: //:://
//:: Contact info/Bug Reports: Digiddy777@yahoo.com //:://
//::////////////////////////////////////////////////////:://
#include "NW_I0_GENERIC"
float iInterval = 6.0; //the minimum time gap between casting Tmestops simulataneously.
// Customize User Defined Variables
float fDur = IntToFloat(d4(4)); // Duration in seconds //max is 16 seconds
float fDist = 50.0; // Radius in meters
int iSlow = 100; // Percentage to decrease movement by
int iDAttack = 100; // Amount to decrease attack by
// Has item in inventory to avoid the effects of a time stop.
int GetIsTimeStopImmune(object oCreature) {
return (GetResRef(GetItemInSlot(INVENTORY_SLOT_CLOAK, oCreature)) == "sha_tsimmuneclok");
}
//Sends a message to all PCs and DMs in the area indicating that creature that did not freeze for
// Timestop is infact immune to it.
void SendTSImmuneMessageToPCs(object TSImmune)
{
object oArea = GetArea(OBJECT_SELF);
object oObj = GetFirstObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oObj))
{
if(GetIsPC(oObj) || GetIsDM(oObj))
{
SendMessageToPC(oObj, GetName(TSImmune) + " is immune to Time Stop.");
}
oObj = GetNextObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
}
}
// 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 control <span class="highlight">TimeStop</span> effects
void TSEffects(object oEffector, object oCaster)
{
// Check if stopped creature is a hostile
if (GetIsReactionTypeHostile(oCaster,oEffector) == TRUE && !GetIsPC(oEffector)) {
// Start the resume combat round after <span class="highlight">Timestop</span>
ResumeLast(oEffector, oCaster);
}
// Decrease the creature(s) attack
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectAttackDecrease(iDAttack,ATTACK_BONUS_MISC),oEffector,fDur);
// <span class="highlight">Stop</span> the creature(s) from moving for fDur seconds
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectCutsceneImmobilize(),oEffector,fDur);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectCutsceneParalyze(),oEffector,fDur);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,SupernaturalEffect(EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION)),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));
// 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 <span class="highlight">TimeStop</span>
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, GetLocation(oTarget), FALSE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oNearestC))
{
// To make sure it doesn't <span class="highlight">stop</span> the caster or caster's familiar
string sNCName = GetName(oNearestC);
if (oNearestC != oTarget)
{
int TSImmune = GetIsTimeStopImmune(oNearestC);
if((oNearestC != OBJECT_SELF) && !TSImmune)
{
// Start the <span class="highlight">TimeStop</span> effects
DelayCommand(0.75,TSEffects(oNearestC,oTarget));
}
else if((oNearestC != OBJECT_SELF) && TSImmune)
{
SendTSImmuneMessageToPCs(oNearestC);
}
}
// Get the next creature in the fDist meter radius and continue loop
oNearestC = GetNextObjectInShape(SHAPE_SPHERE, fDist, GetLocation(oTarget), FALSE, OBJECT_TYPE_CREATURE);
}
}
// Begin Main Function
void main()
{
//Sorcerer Anti timestop spam code. (referred to in j_inc_generic_ai)
//Thanks to Valve O' Leen
if(!GetIsPC(OBJECT_SELF) && !GetIsDM(OBJECT_SELF))
{
SetLocalInt(OBJECT_SELF, "SPELL_TS_CAST", TRUE);
DelayCommand(fDur + iInterval, DeleteLocalInt(OBJECT_SELF, "SPELL_TS_CAST"));
}
//Signal event to start the <span class="highlight">TimeStop</span>
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE));
TimeStop(OBJECT_SELF);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_TIME_STOP), GetSpellTargetLocation());
}