Added henchman rental
Many areas, items, and creatures were adjusted for balance and aesthetics.
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29
_module/nss/xov_hen_fired.nss
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29
_module/nss/xov_hen_fired.nss
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//:://////////////////////////////////////////////////
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//:: xov_hen_fired
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:://////////////////////////////////////////////////
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/*
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Fires the current henchman and leaves the player with
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no henchman.
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*/
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//:://////////////////////////////////////////////////
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//:: Created By: Naomi Novik
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//:: Created On: 09/13/2002
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//:: Modified By: Xovian 2010
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//:://////////////////////////////////////////////////
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#include "x0_i0_henchman"
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void main()
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{
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location lHome = GetLocation(GetObjectByTag("golemhome"));
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ClearAllActions();
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FireHenchman(GetPCSpeaker());
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SetLocalInt(OBJECT_SELF, "HenchFired", 1);
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location lTarget = GetLocation(OBJECT_SELF);
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ActionCastFakeSpellAtObject(SPELL_MINOR_GLOBE_OF_INVULNERABILITY, OBJECT_SELF);
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DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), lTarget, 5.0));
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DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_LIGHT_RED_20), lTarget, 30.0));
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AssignCommand(OBJECT_SELF, DelayCommand(6.1, JumpToLocation(lHome)));
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DelayCommand(5.9, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), lHome, 5.0));
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DelayCommand(5.9, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_LIGHT_RED_20), lHome, 30.0));
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DestroyObject(OBJECT_SELF, 10.0);
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}
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