Added several new undead models & facelifted overrides for other models. Added dozens of new undead creatures from Libris Mortis & the monster manuals. Added CODI Core AI. Added NESS spawner system. Added randomized respawning trap system. Added undead feeding system. Greatly revamped Catacombs & Halls of the Dead. Updated nimtools. Full compile. Updated release archive.
81 lines
2.7 KiB
Plaintext
81 lines
2.7 KiB
Plaintext
//::////////////////////////////////////////////////////////////////////////////
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//:: Find Traps
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//:: NW_S0_FindTrap
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//:: Copyright (c) 2001 Bioware Corp.
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//::////////////////////////////////////////////////////////////////////////////
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/*
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- Finds and removes all traps within 30m.
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- Caster level + d20 vs the trap disarm
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Fail - Trap detected
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Success - Trap disabled
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By : Preston Watamaniuk
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//:: Created On : Oct 29, 2001
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//:: Modified By: Sir Elric
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//:: Modified On: 15th April, 2006
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//::////////////////////////////////////////////////////////////////////////////
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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effect eVis = EffectVisualEffect(VFX_IMP_KNOCK);
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int nCnt = 1;
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object oTrap = GetNearestObject(OBJECT_TYPE_TRIGGER | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, nCnt);
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while(GetIsObjectValid(oTrap) && GetDistanceToObject(oTrap) <= 30.0)
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{
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if(GetIsTrapped(oTrap))
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{
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SetTrapDetectedBy(oTrap, OBJECT_SELF);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTrap));
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object oCaster = OBJECT_SELF;
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int nDC = GetTrapDisarmDC(oTrap);
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int nLevel = GetCasterLevel(oCaster);
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int nRandom = d20()+ nLevel;
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string sTrap = GetName(oTrap);
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if(nRandom >= nDC)
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{
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if(GetObjectType(oTrap) == OBJECT_TYPE_TRIGGER)
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SendMessageToPC(oCaster, "You have successfully disabled the " + sTrap + "");
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else
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SendMessageToPC(oCaster, "You have successfully disabled the trap on the " + sTrap + "");
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// For respawning trap code...
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SetLocalInt(oTrap, "DISARMED_BY_SPELL", TRUE);
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DelayCommand(2.0, SetTrapDisabled(oTrap));
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}
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else
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{
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if(GetObjectType(oTrap) == OBJECT_TYPE_TRIGGER)
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SendMessageToPC(oCaster, "You have detected " + sTrap + " but are unable to disable it");
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else
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SendMessageToPC(oCaster, "You have detected the trap on the " + sTrap + " but are unable to disable it");
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}
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}
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nCnt++;
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oTrap = GetNearestObject(OBJECT_TYPE_TRIGGER | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, nCnt);
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}
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}
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