2025/05/10 Update
Fixed Vile Death Added ApplyFiendishTemplate() Fixed Risen Reunited.
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@ -4056,7 +4056,7 @@
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4052 Epic_Spell_Planar_Cell 16833473 ife_planarcell T S vs 0x00 0x06 ss_ep_planarcell **** **** **** **** **** **** 9 1500 hand **** **** **** **** vs_chant_conj_hm vs_chant_conj_hf out 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** **** **** 2 16833475 0 0 **** 1 5134 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4053 Epic_Spell_Psionic_Salvo 16833476 ife_psionicsalvo E M vs 0x00 0x02 ss_ep_psionicsal **** **** **** **** **** **** 9 1500 hand **** **** **** **** vs_chant_illu_hm vs_chant_illu_hf out 1000 **** vco_gazeevil **** sco_gazeevil 1 vpr_ectomind01 homing hand spr_ectomind01 path **** 0 **** **** **** **** **** 2 **** 2 16833478 0 0 **** 1 5136 **** **** 1 sphere 22.86 **** 19 **** **** **** **** **** **** **** **** **** **** **** **** ****
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4054 Epic_Spell_Rain_of_Fire 16833479 ife_rainoffire V P vs 0x00 0x01 ss_ep_rainoffire **** **** **** **** **** **** 9 1500 hand **** **** **** sco_mebalfire01 vs_chant_conj_lm vs_chant_conj_lf up 1000 **** **** **** **** 0 **** **** **** **** **** Fire 1 **** **** **** **** **** 11 **** 2 16833481 0 0 **** 1 5138 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4055 Epic_Spell_Risen_Reunited 16833482 ife_risenreunite C P vs 0x00 0x01 **** **** **** **** **** **** **** 9 1500 hand vco_smhanholy01 **** **** **** vs_chant_necr_hm vs_chant_necr_hf up 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 9 **** 2 16833484 0 0 **** 0 5140 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4055 Epic_Spell_Risen_Reunited 16833482 ife_risenreunite C P vs 0x00 0x01 ss_ep_reunited **** **** **** **** **** **** 9 1500 hand vco_smhanholy01 **** **** **** vs_chant_necr_hm vs_chant_necr_hf up 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 9 **** 2 16833484 0 0 **** 0 5140 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4056 Epic_Spell_Ruin 16833485 ife_ruin T L vs 0x00 0x02 ss_ep_ruin **** **** **** **** **** **** 9 1500 hand **** **** **** **** vs_chant_conj_hm vs_chant_conj_hf area 1000 **** **** **** **** 0 **** **** **** **** **** **** 1 **** **** **** **** **** 2 **** 2 16833487 0 0 **** 1 5142 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4057 Epic_Spell_Singular_Sunder 16833488 ife_singularsund T S vs 0x00 0x02 ss_ep_singsunder **** **** **** **** **** **** 9 1500 hand **** **** **** **** vs_chant_necr_hm vs_chant_necr_hf out 1000 **** **** **** **** 1 vpr_ringsmal homing hand spr_ringsmal path **** 0 **** **** **** **** **** **** **** 2 16833490 0 0 **** 1 5144 **** **** 1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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4058 Epic_Spell_Spell_Worm 16833491 ife_spellworm E S vs 0x00 0x02 ss_ep_spellworm **** **** **** **** **** **** 9 1500 head vco_mehedmind01 **** **** **** vs_chant_evoc_lm vs_chant_evoc_lf out 1000 **** **** **** **** 0 **** **** **** **** **** Mind-Affecting 0 **** **** **** **** **** **** **** 2 16833493 0 0 **** 1 5146 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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178
nwn/nwnprc/trunk/epicspellscripts/ep_cnv_risres.nss
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178
nwn/nwnprc/trunk/epicspellscripts/ep_cnv_risres.nss
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@ -0,0 +1,178 @@
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//:://////////////////////////////////////////////
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//:: Risen Reunited Conversation
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//:: ep_cnv_risres
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//:://////////////////////////////////////////////
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/** @file
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This lets you choose which party member to res
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@author Stratovarius
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@date Created - 11.10.2006
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@modified Jaysyn
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@date 2025-05-09 17:38:32
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "inc_dynconv"
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//////////////////////////////////////////////////
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/* Constant defintions */
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//////////////////////////////////////////////////
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const int STAGE_CHOOSE_TARGET = 0;
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const int STAGE_CONFIRMATION = 1;
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//////////////////////////////////////////////////
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/* Aid functions */
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//////////////////////////////////////////////////
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void StorePCForRecovery(object oPC, object oChoice, int nChoice)
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{
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SetLocalObject(oPC, "RisResTarget" + IntToString(nChoice), oChoice);
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}
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object RetrievePC(object oPC, int nChoice)
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{
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return GetLocalObject(oPC, "RisResTarget" + IntToString(nChoice));
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}
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//////////////////////////////////////////////////
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/* Main function */
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//////////////////////////////////////////////////
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void main()
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{
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object oPC = GetPCSpeaker();
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/* Get the value of the local variable set by the conversation script calling
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* this script. Values:
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* DYNCONV_ABORTED Conversation aborted
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* DYNCONV_EXITED Conversation exited via the exit node
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* DYNCONV_SETUP_STAGE System's reply turn
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* 0 Error - something else called the script
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* Other The user made a choice
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*/
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int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
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// The stage is used to determine the active conversation node.
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// 0 is the entry node.
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int nStage = GetStage(oPC);
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// Check which of the conversation scripts called the scripts
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if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
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return;
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if(nValue == DYNCONV_SETUP_STAGE)
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{
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// Check if this stage is marked as already set up
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// This stops list duplication when scrolling
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if(!GetIsStageSetUp(nStage, oPC))
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{
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// variable named nStage determines the current conversation node
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// Function SetHeader to set the text displayed to the PC
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// Function AddChoice to add a response option for the PC. The responses are show in order added
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if(nStage == STAGE_CHOOSE_TARGET)
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{
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// Set the header
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string sAmount = "Which character would you like to resurrect?";
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SetHeader(sAmount);
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// This reads all of the legal choices
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object oChoice = GetFirstPC();
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int nChoice = 1;
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while (GetIsObjectValid(oChoice)) // People in party
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{
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// If the selection is a PC
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if (GetIsPC(oChoice) && oChoice != oPC && GetIsDead(oChoice))
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{
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AddChoice(GetName(oChoice), nChoice, oPC);
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StorePCForRecovery(oPC, oChoice, nChoice);
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}
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nChoice += 1;
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oChoice = GetNextPC();
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}
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MarkStageSetUp(STAGE_CHOOSE_TARGET, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
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SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
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}
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else if(nStage == STAGE_CONFIRMATION)//confirmation
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{
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object oChoice = RetrievePC(oPC, GetLocalInt(oPC, "RisResChoice"));
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AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
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AddChoice(GetStringByStrRef(4753), FALSE); // "No"
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string sText = "You have selected " + GetName(oChoice) + " as the character to resurrect.\n";
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sText += "Is this correct?";
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SetHeader(sText);
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MarkStageSetUp(STAGE_CONFIRMATION, oPC);
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}
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}
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// Do token setup
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SetupTokens();
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}
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// End of conversation cleanup
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else if(nValue == DYNCONV_EXITED)
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{
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// End of conversation cleanup
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DeleteLocalObject(oPC, "RisResTarget" + IntToString(GetLocalInt(oPC, "RisResChoice")));
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DeleteLocalInt(oPC, "RisResChoice");
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}
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// Abort conversation cleanup.
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// NOTE: This section is only run when the conversation is aborted
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// while aborting is allowed. When it isn't, the dynconvo infrastructure
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// handles restoring the conversation in a transparent manner
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else if(nValue == DYNCONV_ABORTED)
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{
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// End of conversation cleanup
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DeleteLocalObject(oPC, "RisResTarget" + IntToString(GetLocalInt(oPC, "RisResChoice")));
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DeleteLocalInt(oPC, "RisResChoice");
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}
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// Handle PC responses
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else
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{
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// variable named nChoice is the value of the player's choice as stored when building the choice list
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// variable named nStage determines the current conversation node
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int nChoice = GetChoice(oPC);
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if(nStage == STAGE_CHOOSE_TARGET)
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{
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SetLocalInt(oPC, "RisResChoice", nChoice);
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nStage = STAGE_CONFIRMATION;
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}
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else if(nStage == STAGE_CONFIRMATION)//confirmation
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{
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// Res and Exit
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if(nChoice == TRUE)
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{
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object oChoice = RetrievePC(oPC, GetLocalInt(oPC, "RisResChoice"));
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// Res the target
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oChoice);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectHeal(GetMaxHitPoints(oChoice) + 10, oChoice), oChoice);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_RAISE_DEAD), GetLocation(oChoice));
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ExecuteScript("prc_pw_ressurection", oChoice);
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if (GetPRCSwitch(PRC_PW_DEATH_TRACKING) && GetIsPC(oChoice))
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SetPersistantLocalInt(oChoice, "persist_dead", FALSE);
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AssignCommand(oChoice, ActionJumpToObject(oPC));
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// And we're all done
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AllowExit(DYNCONV_EXIT_FORCE_EXIT);
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}
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else
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{
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nStage = STAGE_CHOOSE_TARGET;
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MarkStageNotSetUp(STAGE_CHOOSE_TARGET, oPC);
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MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
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}
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DeleteLocalObject(oPC, "RisResTarget" + IntToString(GetLocalInt(oPC, "RisResChoice")));
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DeleteLocalInt(oPC, "RisResChoice");
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}
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// Store the stage value. If it has been changed, this clears out the choices
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SetStage(nStage, oPC);
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}
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}
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49
nwn/nwnprc/trunk/epicspellscripts/ss_ep_reunited.nss
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49
nwn/nwnprc/trunk/epicspellscripts/ss_ep_reunited.nss
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@ -0,0 +1,49 @@
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//::///////////////////////////////////////////////
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//:: Name Epic Spell: Risen Reunited
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//:: FileName ss_ep_reunited.nss
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//:://////////////////////////////////////////////9
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/** @file Epic Spell: Risen Reunited
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School: Conjuration (Healing)
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Components: V,S
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Range: Personal
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Target: Any known deceased creature
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Duration: Instantaneous
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Saving Throw: None (harmless)
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Spell Resistance: No (harmless)
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You concentrate on any deceased creature*, regardless of proximity,
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and resurrect them. Following the instant they regain life, the spell
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teleports the subject to your location.
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*Upon casting this spell, a conversation will appear listing all
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available players who are dead. Choose the player from this list to
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resurrect and teleport to you.
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Author: Stratovarius
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Created: 12/10/06
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Updated: Jaysyn
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Modified: 2025-05-09 17:41:28
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**/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "inc_dynconv"
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void main()
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{
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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// Run the spellhook.
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if (!X2PreSpellCastCode()) return;
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//Define vars
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object oPC = OBJECT_SELF;
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StartDynamicConversation("ep_cnv_risres", oPC, DYNCONV_EXIT_ALLOWED_SHOW_CHOICE, FALSE, TRUE, oPC);
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PRCSetSchool();
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}
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@ -22,6 +22,9 @@ void AddAssociate(object oMaster, object oAssociate);
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//removes associate with unsummon vfx
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void DestroyAssociate(object oAssociate);
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//applies fiendiosh template
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void ApplyFiendishTemplate(object oCompanion, object oCompSkin);
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//applies exalted companion bonuses
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void ApplyExaltedCompanion(object oCompanion, object oCompSkin);
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@ -101,6 +104,54 @@ void CleanProperties(object oItem)
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}
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}
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void ApplyFiendishTemplate(object oTarget, object oCompSkin)
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{
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int nHD = GetHitDice(oTarget);
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effect eDR;
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int nResist;
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if (nHD >= 12)
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{
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eDR = EffectDamageReduction(10, DAMAGE_POWER_PLUS_THREE);
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nResist = 20;
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}
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else if (12 > nHD && nHD >= 8)
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{
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eDR = EffectDamageReduction(5, DAMAGE_POWER_PLUS_TWO);
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nResist = 15;
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}
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else if (8 > nHD && nHD >= 4)
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{
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eDR = EffectDamageReduction(5, DAMAGE_POWER_PLUS_ONE);
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nResist = 10;
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}
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else if (4 > nHD)
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{
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nResist = 5;
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}
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effect eFire = EffectDamageResistance(DAMAGE_TYPE_FIRE, nResist);
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effect eCold = EffectDamageResistance(DAMAGE_TYPE_COLD, nResist);
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effect eVis = EffectUltravision();
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effect eLink = EffectLinkEffects(eDR, eFire);
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eLink = EffectLinkEffects(eLink, eCold);
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eLink = EffectLinkEffects(eLink, eVis);
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eLink = SupernaturalEffect(eLink);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget);
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itemproperty ipIP = PRCItemPropertyBonusFeat(FEAT_TEMPLATE_FIENDISH_SMITE_GOOD);
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IPSafeAddItemProperty(oCompSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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if(GetAlignmentGoodEvil(oTarget) != ALIGNMENT_EVIL)
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AdjustAlignment(oTarget, ALIGNMENT_EVIL, 80, FALSE);
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SetSubRace(oTarget, "Undead (Extraplanar)");
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SetLocalInt(oTarget, "FiendishTemplate", 1);
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}
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void ApplyExaltedCompanion(object oCompanion, object oCompSkin)
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{
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int nHD = GetHitDice(oCompanion);
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@ -21,6 +21,7 @@ Created: 5/17/09
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#include "prc_inc_spells"
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#include "prc_inc_template"
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#include "prc_inc_assoc"
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void main()
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{
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@ -30,11 +31,21 @@ void main()
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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object oSkin = GetPCSkin(oTarget);
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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if(GetIsPC(oTarget))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_BLASPHEMY), oTarget);
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ApplyTemplateToObject(TEMPLATE_FIENDISH, oTarget);
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}
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else
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_BLASPHEMY), oTarget);
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ApplyFiendishTemplate(oTarget, oSkin);
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}
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}
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PRCSetSchool();
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}
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