Further file organization
Further file organization
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96
nwn/nwnprc/trunk/newspellbook/tob_ssn_balance.nss
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96
nwn/nwnprc/trunk/newspellbook/tob_ssn_balance.nss
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#include "tob_inc_move"
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#include "tob_movehook"
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////#include "prc_alterations"
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#include "prc_inc_combat"
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void SSNNegAttack(object oTarget, object oInitiator)
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{
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int nLevels = GetLocalInt(oInitiator, "SSN_NEG_LEVELS");
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effect eNone, eLink, eVis;
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PerformAttackRound(oTarget, oInitiator, eNone);
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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eLink = SupernaturalEffect(EffectNegativeLevel(1));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(1));
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// Heal us
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eVis = EffectVisualEffect(VFX_IMP_HEALING_L);
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eLink = SupernaturalEffect(EffectHeal(5));
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eLink = EffectLinkEffects(eVis, eLink);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oInitiator);
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// Tally hits
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SetLocalInt(oInitiator, "SSN_NEG_LEVELS", ++nLevels);
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}
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}
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void BalanceLightDarkCon(object oInitiator)
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{
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int nDam = GetLocalInt(oInitiator, "SSN_NEG_LEVELS");
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if(DEBUG) DoDebug("Negative attack hits: " + IntToString(nDam));
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if(nDam > 0)
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{
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// Con damage
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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effect eLink = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDam);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oInitiator);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oInitiator, HoursToSeconds(1));
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}
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}
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void main()
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{
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int nEvent = GetRunningEvent();
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int nID = GetSpellId();
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int nCount;
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object oInitiator = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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if(nID == SSN_BALANCELD_ATTACK)
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{
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if(!GetLocalInt(oInitiator, "SSN_BalanceLD_Activated"))
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{
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FloatingTextStringOnCreature("*You are not transformed by Balance of Light and Dark*", oInitiator, FALSE);
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return;
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}
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if(!GetIsUnarmed(oInitiator))
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{
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FloatingTextStringOnCreature("*You must be unarmed to use this ability*", oInitiator, FALSE);
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return;
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}
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SSNNegAttack(oTarget, oInitiator);
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return; // Skip the rest
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}
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if (GetWeaponRanged(oItem))
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{
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FloatingTextStringOnCreature("You must use a melee weapon for this ability", oInitiator, FALSE);
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return;
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} // Has to be a melee weapon
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// We aren't being called from any event, perform setup
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if(nEvent == FALSE)
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{
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if(!TakeSwiftAction(oInitiator)) return;
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effect eCritImmune = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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effect eMindImmune = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
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effect eDeathImmune = EffectImmunity(IMMUNITY_TYPE_DEATH);
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effect ePoisonImmune = EffectImmunity(IMMUNITY_TYPE_POISON);
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effect eHide = EffectSkillIncrease(SKILL_HIDE, 8);
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effect eAOE = EffectVisualEffect(VFX_DUR_DARKNESS);
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effect eLink = EffectLinkEffects(eMindImmune, eCritImmune);
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eLink = EffectLinkEffects(eLink, eDeathImmune);
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eLink = EffectLinkEffects(eLink, ePoisonImmune);
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eLink = EffectLinkEffects(eLink, eHide);
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eLink = EffectLinkEffects(eLink, eAOE);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oInitiator, TurnsToSeconds(1));
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// Let us use the attack
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SetLocalInt(oInitiator, "SSN_BalanceLD_Activated", TRUE);
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DelayCommand(TurnsToSeconds(1), BalanceLightDarkCon(oInitiator));
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}
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}
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