Lankhmar_PRC8/_module/nss/spawn_scrag.nss

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2025-04-03 12:54:47 -04:00
#include "nw_i0_generic"
void main()
{
object oTarget;
object oSpawn;
location lTarget;
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
oTarget = GetWaypointByTag("WP_Scragsewer");
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
//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) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_ACID), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_ACID), GetLocation(oTarget)));
DestroyObject(OBJECT_SELF);
}