Beispiel #1
0
        public void OnImpact(NWCreature creature, NWObject target, int perkLevel, int spellTier)
        {
            int damage;
            int intMod = creature.IntelligenceModifier;

            switch (spellTier)
            {
            case 1:
                damage = 10 + intMod;
                break;

            case 2:
                damage = 15 + intMod;
                break;

            case 3:
                damage = 20 + ((intMod * 15) / 10);
                break;

            case 4:
                damage = 25 + ((intMod * 17) / 10);
                break;

            case 5:
                damage = 30 + (intMod * 2);
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            var result = CombatService.CalculateAbilityResistance(creature, target.Object, SkillType.ForceAlter, ForceBalanceType.Universal, true);

            // +/- percent change based on resistance
            float delta = 0.01f * result.Delta;

            damage = damage + (int)(damage * delta);
            var targetLocation = _.GetLocation(creature);
            var delay          = _.GetDistanceBetweenLocations(creature.Location, targetLocation) / 18.0f + 0.35f;

            creature.AssignCommand(() =>
            {
                _.PlaySound("plr_force_blast");
                DoFireball(target);
            });

            creature.DelayAssignCommand(() =>
            {
                _.ApplyEffectToObject(DurationType.Instant, _.EffectDamage(damage), target);
                _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.Vfx_Imp_Silence), target);
                _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.VFX_IMP_KIN_L), target);
            }, delay);


            if (creature.IsPlayer)
            {
                SkillService.RegisterPCToNPCForSkill(creature.Object, target, SkillType.ForceAlter);
            }
        }
Beispiel #2
0
        private void ApplyEffect(NWCreature creature, NWObject target, int spellTier)
        {
            Effect effectMindShield;

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            case 2:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Confused));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Dominate));     // Force Pursuade is DOMINATION effect

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            case 3:
                effectMindShield = _.EffectImmunity(ImmunityType.Dazed);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Confused));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(ImmunityType.Dominate));     // Force Pursuade is DOMINATION effect

                if (target.GetLocalInt("FORCE_DRAIN_IMMUNITY") == 1)
                {
                    creature.SetLocalInt("FORCE_DRAIN_IMMUNITY", 0);
                }
                creature.DelayAssignCommand(() =>
                {
                    creature.DeleteLocalInt("FORCE_DRAIN_IMMUNITY");
                }, 6.1f);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Temporary, effectMindShield, target, 6.1f);
                });
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            // Play VFX
            _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.Dur_Mind_Affecting_Positive), target);

            if (creature.IsPlayer)
            {
                SkillService.RegisterPCToAllCombatTargetsForSkill(creature.Object, SkillType.ForceControl, null);
            }
        }
Beispiel #3
0
        public void OnImpact(NWCreature creature, NWObject target, int perkLevel, int spellTier)
        {
            int damage;
            int mod = creature.WisdomModifier;

            switch (spellTier)
            {
            case 1:
                damage = 5 + mod;
                break;

            case 2:
                damage = 10 + ((mod * 125) / 100);
                break;

            case 3:
                damage = 10 + ((mod * 15) / 10);
                break;

            case 4:
                damage = 15 + ((mod * 175) / 100);
                break;

            case 5:
                damage = 15 + (mod * 2);
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            var result = CombatService.CalculateAbilityResistance(creature, target.Object, SkillType.ForceAlter, ForceBalanceType.Universal, true);

            // +/- percent change based on resistance
            var delta = 0.01f * result.Delta;

            damage = damage + (int)(damage * delta);
            var targetLocation = _.GetLocation(creature);
            var delay          = _.GetDistanceBetweenLocations(creature.Location, targetLocation) / 18.0f + 0.35f;

            creature.AssignCommand(() =>
            {
                DoRock(target);
                _.PlaySound("plr_force_throw");
            });

            creature.DelayAssignCommand(() =>
            {
                _.ApplyEffectToObject(DurationType.Instant, _.EffectDamage(damage, DamageType.Bludgeoning), target);
                _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.Vfx_Imp_Dust_Explosion), target);
            }, delay);

            if (creature.IsPlayer)
            {
                SkillService.RegisterPCToNPCForSkill(creature.Object, target, SkillType.ForceAlter);
            }
        }
Beispiel #4
0
        private void ApplyEffect(NWCreature creature, NWObject target, int spellTier)
        {
            Effect effectMindShield;

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            case 2:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_CONFUSED));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_DOMINATE));     // Force Pursuade is DOMINATION effect

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            case 3:
                effectMindShield = _.EffectImmunity(IMMUNITY_TYPE_DAZED);
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_CONFUSED));
                effectMindShield = _.EffectLinkEffects(effectMindShield, _.EffectImmunity(IMMUNITY_TYPE_DOMINATE));     // Force Pursuade is DOMINATION effect

                if (target.GetLocalInt("FORCE_DRAIN_IMMUNITY") == 1)
                {
                    creature.SetLocalInt("FORCE_DRAIN_IMMUNITY", 0);
                }
                creature.DelayAssignCommand(() =>
                {
                    creature.DeleteLocalInt("FORCE_DRAIN_IMMUNITY");
                }, 6.1f);

                creature.AssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_TEMPORARY, effectMindShield, target, 6.1f);
                });
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }

            // Play VFX
            _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectVisualEffect(_.VFX_DUR_MIND_AFFECTING_POSITIVE), target);
        }
Beispiel #5
0
        public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData)
        {
            DateTime now            = DateTime.UtcNow;
            DateTime unlockDateTime = now;

            if (string.IsNullOrWhiteSpace(GetLocalString(user, "GRENADE_UNLOCKTIME")))
            {
                unlockDateTime = unlockDateTime.AddSeconds(-1);
            }
            else
            {
                unlockDateTime = DateTime.ParseExact(GetLocalString(user, "GRENADE_UNLOCKTIME"), "yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture);
            }
            //Console.WriteLine("IsValidTarget - Current Time = " + now.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            //Console.WriteLine("IsValidTarget - Unlocktime = " + unlockDateTime.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            //Console.WriteLine("IsValidTarget - DateTime.Compare = " + DateTime.Compare(unlockDateTime, now));

            // Check if we've passed the unlock date. Exit early if we have not.
            if (DateTime.Compare(unlockDateTime, now) > 0 || unlockDateTime > now)
            {
                string timeToWait = TimeService.GetTimeToWaitLongIntervals(now, unlockDateTime, false);
                //Console.WriteLine("IsValidTarget - That ability can be used in " + timeToWait + ".");
                SendMessageToPC(user, "That ability can be used in " + timeToWait + ".");
                return;
            }

            Effect impactEffect = null;
            var    spellId      = Spell.Invalid;
            string soundName    = null;
            int    perkLevel    = 1 + PerkService.GetCreaturePerkLevel(user, PerkType.GrenadeProficiency);
            int    skillLevel   = 5 + SkillService.GetPCSkillRank((NWPlayer)user, SkillType.Throwing);

            if (perkLevel == 0)
            {
                perkLevel += 1;
            }

            if (GetIsObjectValid(target) == true)
            {
                targetLocation = GetLocation(target);
            }
            string grenadeType = item.GetLocalString("TYPE");
            //Console.WriteLine("Throwing " + grenadeType + " grenade at perk level " + perkLevel);
            Location originalLocation = targetLocation;

            int roll = RandomService.D100(1);

            SendMessageToPC(user, roll + " vs. DC " + (100 - skillLevel));
            if (roll < (100 - skillLevel))
            {
                if (RandomService.D20(1) == 1)
                {
                    SendMessageToPC(user, "You threw... poorly.");
                    //targetLocation = VectorService.MoveLocation(targetLocation, GetFacing(user), (RandomService.D6(4) - 10) * 1.0f,
                    targetLocation = VectorService.MoveLocation(user.Location, RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1) + 60, RandomService.D4(2) * 1.0f,
                                                                RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1));
                    int count = 0;
                    while ((GetSurfaceMaterial(targetLocation) == 0 ||
                            LineOfSightVector(GetPositionFromLocation(targetLocation), GetPosition(user)) == false) &&
                           count < 10)
                    {
                        count         += 1;
                        targetLocation = VectorService.MoveLocation(user.Location, RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1) + 60, RandomService.D4(2) * 1.0f,
                                                                    RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1));
                    }
                }
                else
                {
                    SendMessageToPC(user, "Your throw was a bit off the mark.");
                    //targetLocation = VectorService.MoveLocation(targetLocation, GetFacing(user), (RandomService.D6(4) - 10) * 1.0f,
                    targetLocation = VectorService.MoveLocation(targetLocation, RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1) + 60, RandomService.D4(2) /*(RandomService.D6(4) - 10) */ * 1.0f,
                                                                RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1));
                    int count = 0;
                    while ((GetSurfaceMaterial(targetLocation) == 0 ||
                            LineOfSightVector(GetPositionFromLocation(targetLocation), GetPosition(user)) == false) &&
                           count < 10)
                    {
                        count         += 1;
                        targetLocation = VectorService.MoveLocation(targetLocation, RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1) + 60, RandomService.D4(2) /*(RandomService.D6(4) - 10) */ * 1.0f,
                                                                    RandomService.D100(1) + RandomService.D100(1) + RandomService.D100(1));
                    }
                }

                if (GetSurfaceMaterial(targetLocation) == 0 ||
                    LineOfSightVector(GetPositionFromLocation(targetLocation), GetPosition(user)) == false)
                {
                    targetLocation = originalLocation;
                }
            }

            switch (grenadeType)
            {
            case "FRAG":
                impactEffect = EffectVisualEffect(VisualEffect.Fnf_Fireball);
                // force a specific spell id (for projectile model) for this grenade.
                spellId   = Spell.Grenade10;
                soundName = "explosion2";
                break;

            case "CONCUSSION":
                impactEffect = EffectVisualEffect(VisualEffect.Vfx_Fnf_Sound_Burst_Silent);
                impactEffect = EffectLinkEffects(EffectVisualEffect(VisualEffect.Vfx_Fnf_Screen_Shake), impactEffect);
                spellId      = Spell.Grenade10;
                soundName    = "explosion1";
                break;

            case "FLASHBANG":
                impactEffect = EffectVisualEffect(VisualEffect.Vfx_Fnf_Mystical_Explosion);
                spellId      = Spell.Grenade10;
                soundName    = "explosion1";
                break;

            case "ION":
                impactEffect = EffectVisualEffect(VisualEffect.Vfx_Fnf_Electric_Explosion);
                spellId      = Spell.Grenade10;
                soundName    = "explosion1";
                break;

            case "BACTA":
                impactEffect = EffectVisualEffect(VisualEffect.Vfx_Fnf_Gas_Explosion_Nature);
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            case "ADHESIVE":
                impactEffect = EffectVisualEffect(VisualEffect.Fnf_Dispel_Greater);
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            case "SMOKE":
                impactEffect = null;
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            case "BACTABOMB":
                impactEffect = null;
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            case "INCENDIARY":
                impactEffect = null;
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            case "GAS":
                impactEffect = null;
                spellId      = Spell.Grenade10;
                //soundName = "explosion1";
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(grenadeType));
            }

            if (spellId == 0)
            {
                // start 974 through 979 in spells.2da for grenades
                // lets randomly assign a projectile appearance for flavor?
                spellId = (Spell)(RandomService.D6(1) + 973);
            }

            float delay = GetDistanceBetweenLocations(user.Location, targetLocation) / 18.0f + 0.75f;

            delay += 0.4f; // added for animation
            user.ClearAllActions();
            //user.AssignCommand(() => _.ActionPlayAnimation(32));
            //user.DelayAssignCommand(() => _.ActionPlayAnimation(32), 0.0f);
            user.AssignCommand(() =>
            {
                ActionPlayAnimation(Animation.LoopingCustom12);
                ActionCastSpellAtLocation(spellId, targetLocation, MetaMagic.Any, true, ProjectilePathType.Ballistic, true);
                //ActionCastFakeSpellAtLocation(spellId, targetLocation, PROJECTILE_PATH_TYPE_BALLISTIC);
            });

            if (soundName != null)
            {
                user.DelayAssignCommand(() =>
                {
                    PlaySound(soundName);
                }, delay);
            }

            if (impactEffect != null)
            {
                user.DelayAssignCommand(() =>
                {
                    ApplyEffectAtLocation(DurationType.Instant, impactEffect, targetLocation);
                }, delay);
            }

            user.DelayAssignCommand(
                () =>
            {
                DoImpact(user, item, targetLocation, grenadeType, perkLevel, RadiusSize.Large, ObjectType.Creature);
            }, delay + 0.75f);


            perkLevel = PerkService.GetCreaturePerkLevel(user, PerkType.GrenadeProficiency);

            now = DateTime.UtcNow;
            DateTime unlockTime = now;

            if (perkLevel < 5)
            {
                unlockTime = unlockTime.AddSeconds(6);
            }
            else if (perkLevel < 10)
            {
                unlockTime = unlockTime.AddSeconds(3);
            }
            else
            {
                unlockTime = unlockTime.AddSeconds(2);
            }

            SetLocalString(user, "GRENADE_UNLOCKTIME", unlockTime.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            //Console.WriteLine("StartUseItem - Current Time = " + now.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            //Console.WriteLine("StartUseItem - Unlocktime Set To = " + unlockTime.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            if (user.IsCreature)
            {
                DurabilityService.RunItemDecay((NWPlayer)user, item, 1.0f);
            }
        }
Beispiel #6
0
        public void OnImpact(NWCreature player, NWObject target, int perkLevel, int spellTier)
        {
            NWItem weapon = player.RightHand;
            int    iDamage;
            int    iRange = 15;
            int    iCount = 1;
            float  fDelay = 0;

            int saberDamage = player.RightHand.DamageBonus;

            if (saberDamage > 40)
            {
                saberDamage = 40;
            }

            if (weapon.CustomItemType == CustomItemType.Lightsaber ||
                weapon.CustomItemType == CustomItemType.Saberstaff)
            {
                iDamage = saberDamage + RandomService.D6(2) + player.StrengthModifier;
            }
            else
            {
                iDamage = (int)weapon.Weight + player.StrengthModifier + (saberDamage / 2);
            }

            NWObject oObject;

            // If player is in stealth mode, force them out of stealth mode.
            if (_.GetActionMode(player.Object, ActionMode.Stealth) == true)
            {
                _.SetActionMode(player.Object, ActionMode.Stealth, false);
            }

            // Make the player face their target.
            _.ClearAllActions();
            BiowarePosition.TurnToFaceObject(target, player);

            player.AssignCommand(() => _.ActionPlayAnimation(Animation.LoopingCustom10, 2));

            var   result = CombatService.CalculateAbilityResistance(player, target.Object, SkillType.ForceAlter, ForceBalanceType.Universal);
            float delta  = 0.01f * result.Delta;

            /*
             * // reset phenotype
             *  player.DelayAssignCommand(() =>
             *  {
             *      _.SetPhenoType(4, player);
             *  }, 2.0f);
             *
             *  player.DelayAssignCommand(() =>
             *  {
             *      _.SetPhenoType(iPheno, player);
             *  }, 2.5f);
             */

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                iDamage = (int)(iDamage * 1.0);
                iDamage = iDamage + (int)(iDamage * delta);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 2:
                iDamage = (int)(iDamage * 1.25);
                iDamage = iDamage + (int)(iDamage * delta);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 3:
                iDamage = (int)(iDamage * 1.5);
                iDamage = iDamage + (int)(iDamage * delta);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 4:
                iDamage = (int)(iDamage * 1.6);
                iDamage = iDamage + (int)(iDamage * delta);

                // apply to target
                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                iCount += 1;

                // apply to next nearest creature in the spellcylinder
                oObject = _.GetFirstObjectInShape(Shape.SpellCone, iRange, target.Location, true, ObjectType.Creature, _.GetPosition(player));
                while (oObject.IsValid && iCount < 3)
                {
                    if (oObject != target && oObject != player)
                    {
                        fDelay = _.GetDistanceBetween(player, oObject) / 10.0f;
                        var creature = oObject;
                        player.DelayAssignCommand(() =>
                        {
                            _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), creature);
                        }, fDelay);

                        if (player.IsPlayer)
                        {
                            SkillService.RegisterPCToNPCForSkill(player.Object, oObject, SkillType.ForceAlter);
                        }
                        iCount += 1;
                    }
                    oObject = _.GetNextObjectInShape(Shape.SpellCone, iRange, target.Location, true, ObjectType.Creature, _.GetPosition(player));
                }
                break;

            case 5:
                iDamage = (int)(iDamage * 1.75);
                iDamage = iDamage + (int)(iDamage * delta);

                // apply to target
                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }
                iCount += 1;

                // apply to next nearest creature in the spellcylinder
                oObject = _.GetFirstObjectInShape(Shape.SpellCylinder, iRange, target.Location, true, ObjectType.Creature, _.GetPosition(player));
                while (oObject.IsValid && iCount < 4)
                {
                    if (oObject != target && oObject != player)
                    {
                        fDelay = _.GetDistanceBetween(player, oObject) / 10.0f;
                        var creature = oObject;
                        player.DelayAssignCommand(() =>
                        {
                            _.ApplyEffectToObject(DurationType.Instant, _.EffectLinkEffects(_.EffectVisualEffect(VisualEffect.Vfx_Imp_Sonic), _.EffectDamage(iDamage, DamageType.BaseWeapon)), creature);
                        }, fDelay);

                        if (player.IsPlayer)
                        {
                            SkillService.RegisterPCToNPCForSkill(player.Object, oObject, SkillType.ForceAlter);
                        }
                        iCount += 1;
                    }
                    oObject = _.GetNextObjectInShape(Shape.SpellCylinder, iRange, target.Location, true, ObjectType.Creature, _.GetPosition(player));
                }
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }
        }
Beispiel #7
0
        public void OnImpact(NWCreature player, NWObject target, int perkLevel, int spellTier)
        {
            NWItem weapon = player.RightHand;
            int    iDamage;
            int    iRange = 15;
            int    iCount = 1;
            float  fDelay = 0;

            if (weapon.CustomItemType == CustomItemType.Lightsaber ||
                weapon.CustomItemType == CustomItemType.Saberstaff)
            {
                iDamage = player.RightHand.DamageBonus + RandomService.D6(2) + player.IntelligenceModifier + player.StrengthModifier;
            }
            else
            {
                iDamage = (int)weapon.Weight + player.StrengthModifier;
            }

            NWObject oObject;

            // If player is in stealth mode, force them out of stealth mode.
            if (_.GetActionMode(player.Object, ACTION_MODE_STEALTH) == 1)
            {
                _.SetActionMode(player.Object, ACTION_MODE_STEALTH, 0);
            }

            // Make the player face their target.
            _.ClearAllActions();
            BiowarePosition.TurnToFaceObject(target, player);

            player.AssignCommand(() => _.ActionPlayAnimation(30, 2));

            _.SendMessageToPC(player, "Level " + spellTier);

            // Handle effects for differing spellTier values
            switch (spellTier)
            {
            case 1:
                iDamage = (int)(iDamage * 1.6);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 2:
                iDamage = (int)(iDamage * 1.25);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 3:
                iDamage = (int)(iDamage * 1.6);

                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                break;

            case 4:
                iDamage = (int)(iDamage * 2.0);

                // apply to target
                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }

                iCount += 1;

                // apply to next nearest creature in the spellcylinder
                oObject = _.GetFirstObjectInShape(_.SHAPE_SPELLCONE, iRange, target.Location, 1, _.OBJECT_TYPE_CREATURE, _.GetPosition(player));
                while (oObject.IsValid && iCount < 3)
                {
                    if (oObject != target && oObject != player)
                    {
                        fDelay = _.GetDistanceBetween(player, oObject) / 10.0f;
                        var creature = oObject;
                        player.DelayAssignCommand(() =>
                        {
                            _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), creature);
                        }, fDelay);

                        if (player.IsPlayer)
                        {
                            SkillService.RegisterPCToNPCForSkill(player.Object, oObject, SkillType.ForceAlter);
                        }
                        iCount += 1;
                    }
                    oObject = _.GetNextObjectInShape(_.SHAPE_SPELLCONE, iRange, target.Location, 1, _.OBJECT_TYPE_CREATURE, _.GetPosition(player));
                }
                break;

            case 5:
                iDamage = (int)(iDamage * 2.5);

                // apply to target
                fDelay = _.GetDistanceBetween(player, target) / 10.0f;

                player.DelayAssignCommand(() =>
                {
                    _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), target);
                }, fDelay);

                if (player.IsPlayer)
                {
                    SkillService.RegisterPCToNPCForSkill(player.Object, target, SkillType.ForceAlter);
                }
                iCount += 1;

                // apply to next nearest creature in the spellcylinder
                oObject = _.GetFirstObjectInShape(_.SHAPE_SPELLCYLINDER, iRange, target.Location, 1, _.OBJECT_TYPE_CREATURE, _.GetPosition(player));
                while (oObject.IsValid && iCount < 4)
                {
                    if (oObject != target && oObject != player)
                    {
                        fDelay = _.GetDistanceBetween(player, oObject) / 10.0f;
                        var creature = oObject;
                        player.DelayAssignCommand(() =>
                        {
                            _.ApplyEffectToObject(_.DURATION_TYPE_INSTANT, _.EffectLinkEffects(_.EffectVisualEffect(VFX_IMP_SONIC), _.EffectDamage(iDamage, _.DAMAGE_TYPE_BASE_WEAPON)), creature);
                        }, fDelay);

                        if (player.IsPlayer)
                        {
                            SkillService.RegisterPCToNPCForSkill(player.Object, oObject, SkillType.ForceAlter);
                        }
                        iCount += 1;
                    }
                    oObject = _.GetNextObjectInShape(_.SHAPE_SPELLCYLINDER, iRange, target.Location, 1, _.OBJECT_TYPE_CREATURE, _.GetPosition(player));
                }
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(spellTier));
            }
        }