Lankhmar_PRC8/_module/nss/ewaterbrazier.nss

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2025-04-03 12:54:47 -04:00
/* Script generated by
Lilac Soul's NWN Script Generator, v. 2.3
For download info, please visit:
http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
//Put this on action taken in the conversation editor
#include "nw_i0_generic"
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = GetObjectByTag("ewaterbrazier");
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), GetLocation(oTarget));
DestroyObject(oTarget, 3.0);
oTarget = GetObjectByTag("ewaterdoor");
SetLocked(oTarget, FALSE);
AssignCommand(oTarget, ActionOpenDoor(oTarget));
object oSpawn;
location lTarget;
oTarget = GetWaypointByTag("WP_WPn_DScrag");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag2", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = GetWaypointByTag("WP_WPn_DScrag");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag2", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = GetWaypointByTag("WP_WPn_DScrag");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag2", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
oTarget = GetWaypointByTag("WP_WPn_DScrag");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag2", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
}