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Author Sticky: Post Working Scripts Here
Calidarien Posted: Wednesday, 26 June 03:47AM
Just some minor fixes to my exploding object script. If you haven't tried it yet with a room full of goblins, you should; it's a good laugh.

1. Script Name: cal_explode
2. What It Does: Caller explodes after a delay and damages nearby objects for 2d6 fire damage (Reflex save DC 15)
3. Notes: My current use for this script is an OnDeath call that makes it annoying to be standing next to creatures you kill
4. The Script Itself:

NWScript:
//Script: cal_explode
//Author: Albert Shih (Calidarien)
//Version: v1.0, 2002-06-25
//Usage: Caller explodes after a delay and damages nearby objects for 2d6 fire
//  damage (Reflex save DC 15)
//Notes:
// v1.0: Release version
//
void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 15, float fRadius = 3.) {
  ApplyEffectAtLocation( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIREBALL), lTarget);
  object oObject = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
  do {
    int nDamageAfterSave = GetReflexAdjustedDamage(nDamage, oObject, nSaveDC);
    ApplyEffectToObject( DURATION_TYPE_INSTANT, EffectDamage(nDamageAfterSave, DAMAGE_TYPE_FIRE), oObject);
   } while ((oObject = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget)) != OBJECT_INVALID);
}
//
void main()
{
  location lSource = GetLocation(OBJECT_SELF);
  DelayCommand(3., ExplodeAtLocation(lSource, d6(2)));
}


[ Edited By Calidarien: Wednesday, 26 June 03:49AM (GMT) ]

[ Edited By David Gaider: Wednesday, 26 June 04:26AM (GMT) ]

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