Added henchman rental
Many areas, items, and creatures were adjusted for balance and aesthetics.
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76
_module/nss/henchfamilar.nss
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76
_module/nss/henchfamilar.nss
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//:: Xovian's Familiar Summon
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//:: Created: 25 Aug 10
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//:: This script is used as a call in conversation for a Henchman to summon their familiar.
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//:: The Henchman will summon a different Familiar based on Alignment.
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//Henchmen Summons Familiar//
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void HenchmanSummonFamiliar(object oHench);
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//Henchmen Summons Familiar//
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void HenchmanSummonFamiliar(object oHench)
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{
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/* valid familiars:
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// nw_fm_bat, nw_fm_crag, nw_fm_hell, nw_fm_imp, nw_fm_fire, nw_fm_ice,
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// nw_fm_pixi, nw_fm_rave, x0_fm_pdrg0, x2_fm_eye0 */
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if(GetAlignmentGoodEvil(OBJECT_SELF) == ALIGNMENT_EVIL || IP_CONST_ALIGNMENTGROUP_EVIL == TRUE)
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{
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//Evil Alignment will summon:
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string eType = "x2_fm_eye0"; //FAMILIAR_CREATURE_TYPE_EYEBALL
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int nHD = GetLevelByClass(CLASS_TYPE_WIZARD, oHench) + GetLevelByClass(CLASS_TYPE_SORCERER, oHench);
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if (nHD == 0)
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return;
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else if (nHD <= 1)
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eType = eType + "0" + IntToString(nHD);
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else
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eType = eType + IntToString(nHD);
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//Summon the familiar and add it as a henchman
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object oFam = CreateObject(OBJECT_TYPE_CREATURE, eType, GetLocation(OBJECT_SELF), FALSE);
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SetName(oFam, GetName(oHench)+ "'s Familiar");
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oFam));
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AddHenchman(oHench, oFam);
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DecrementRemainingFeatUses(oHench, FEAT_SUMMON_FAMILIAR);
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}
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else if(GetAlignmentGoodEvil(OBJECT_SELF) == ALIGNMENT_GOOD || IP_CONST_ALIGNMENTGROUP_GOOD == TRUE)
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{
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//Good Alignment will summon:
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string gType = "x0_fm_pdrg0"; //FAMILIAR_CREATURE_TYPE_PSEUDO_DRAGON
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int nHD = GetLevelByClass(CLASS_TYPE_WIZARD, oHench) + GetLevelByClass(CLASS_TYPE_SORCERER, oHench);
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if (nHD == 0)
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return;
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else if (nHD <= 1)
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gType = gType + "0" + IntToString(nHD);
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else
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gType = gType + IntToString(nHD);
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//Summon the familiar and add it as a henchman
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object oFam = CreateObject(OBJECT_TYPE_CREATURE, gType, GetLocation(OBJECT_SELF), FALSE);
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SetName(oFam, GetName(oHench)+ "'s Familiar");
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oFam));
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AddHenchman(oHench, oFam);
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DecrementRemainingFeatUses(oHench, FEAT_SUMMON_FAMILIAR);
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}
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else
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{
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//All other non-specifc or Neutral Alignment will summon:
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string nType = "nw_fm_pixi"; //FAMILIAR_CREATURE_TYPE_PIXIE
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int nHD = GetLevelByClass(CLASS_TYPE_WIZARD, oHench) + GetLevelByClass(CLASS_TYPE_SORCERER, oHench);
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if (nHD == 0)
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return;
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else if (nHD <= 1)
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nType = nType + "0" + IntToString(nHD);
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else
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nType = nType + IntToString(nHD);
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//Summon the familiar and add it as a henchman
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object oFam = CreateObject(OBJECT_TYPE_CREATURE, nType, GetLocation(OBJECT_SELF), FALSE);
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SetName(oFam, GetName(oHench)+ "'s Familiar");
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oFam));
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AddHenchman(oHench, oFam);
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DecrementRemainingFeatUses(oHench, FEAT_SUMMON_FAMILIAR);
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}
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}
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//Makes a henchman summon their familiar
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void main()
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{
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AssignCommand(OBJECT_SELF, HenchmanSummonFamiliar(OBJECT_SELF));
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}
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