Beispiel #1
0
        private void HealTarget(NWCreature member, int level, int luck)
        {
            int amount;

            switch (level)
            {
            case 1:
                amount = RandomService.D12(1);
                break;

            case 2:
                amount = RandomService.D8(2);
                break;

            case 3:
                amount = RandomService.D8(3);
                break;

            case 4:
                amount = RandomService.D8(4);
                break;

            case 5:
                amount = RandomService.D8(5);
                break;

            case 6:
                amount = RandomService.D8(6);
                break;

            default: return;
            }

            if (RandomService.D100(1) <= luck)
            {
                amount *= 2;
            }

            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(amount), member);
            _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectVisualEffect(VFX_IMP_HEALING_S), member);
        }
Beispiel #2
0
        private void HealTarget(NWCreature member, int level, int luck)
        {
            int amount;

            switch (level)
            {
            case 1:
                amount = RandomService.D12(1);
                break;

            case 2:
                amount = RandomService.D8(2);
                break;

            case 3:
                amount = RandomService.D8(3);
                break;

            case 4:
                amount = RandomService.D8(4);
                break;

            case 5:
                amount = RandomService.D8(5);
                break;

            case 6:
                amount = RandomService.D8(6);
                break;

            default: return;
            }

            if (RandomService.D100(1) <= luck)
            {
                amount *= 2;
            }

            _.ApplyEffectToObject(DurationType.Instant, _.EffectHeal(amount), member);
            _.ApplyEffectToObject(DurationType.Instant, _.EffectVisualEffect(VisualEffect.Vfx_Imp_Healing_S), member);
        }
Beispiel #3
0
        public void DoImpact(NWCreature user, NWItem item, Location targetLocation, string grenadeType, int perkLevel, float fExplosionRadius, ObjectType nObjectFilter)
        {
            Effect damageEffect   = EffectDamage(0, DamageType.Negative);
            Effect durationEffect = null;
            int    duration       = perkLevel + 1;
            int    bonus          = item.DamageBonus;
            int    medbonus       = item.MedicineBonus;

            switch (grenadeType)
            {
            case "SMOKE":
                durationEffect = EffectAreaOfEffect(AreaOfEffect.FogOfBewilderment, "grenade_smoke_en", "grenade_smoke_hb", "");
                break;

            case "BACTABOMB":
                durationEffect = EffectAreaOfEffect(AreaOfEffect.FogMind, "grenade_bbomb_en", "grenade_bbomb_hb", "");
                break;

            case "INCENDIARY":
                durationEffect = EffectAreaOfEffect(AreaOfEffect.FogFire, "grenade_incen_en", "grenade_incen_hb", "");
                break;

            case "GAS":
                durationEffect = EffectAreaOfEffect(AreaOfEffect.FogAcid, "grenade_gas_en", "grenade_gas_hb", "");
                break;

            default:
                break;
            }

            if (durationEffect != null)
            {
                //Apply AOE
                ApplyEffectAtLocation(DurationType.Temporary, durationEffect, targetLocation, duration * 6.0f);
            }
            else
            {
                //Apply impact

                // Target the next nearest creature and do the same thing.
                NWObject targetCreature = GetFirstObjectInShape(Shape.Sphere, fExplosionRadius, targetLocation, true, nObjectFilter);
                while (targetCreature.IsValid)
                {
                    //Console.WriteLine("Grenade hit on " + targetCreature.Name);

                    switch (grenadeType)
                    {
                    case "FRAG":
                        damageEffect = EffectDamage(RandomService.D6(perkLevel) + bonus, DamageType.Fire);
                        damageEffect = EffectLinkEffects(EffectDamage(RandomService.D6(perkLevel) + bonus, DamageType.Piercing), damageEffect);
                        if (RandomService.D6(1) > 4)
                        {
                            //Console.WriteLine("grenade effect bleeding - frag");
                            CustomEffectService.ApplyCustomEffect(user, targetCreature.Object, CustomEffectType.Bleeding, duration * 6, perkLevel, Convert.ToString(perkLevel));
                        }
                        if (RandomService.D6(1) > 4)
                        {
                            //Console.WriteLine("grenade effects burning - frag");
                            CustomEffectService.ApplyCustomEffect(user, targetCreature.Object, CustomEffectType.Burning, duration * 6, perkLevel, Convert.ToString(perkLevel));
                        }
                        //Console.WriteLine("grenade effects set - frag");
                        break;

                    case "CONCUSSION":
                        damageEffect   = EffectDamage(RandomService.D12(perkLevel) + bonus, DamageType.Sonic);
                        durationEffect = EffectDeaf();
                        if (RandomService.D6(1) > 4)
                        {
                            FloatingTextStringOnCreature("Your ears ring and your body shakes.", targetCreature);
                            durationEffect = EffectLinkEffects(AbilityService.EffectKnockdown(targetCreature, duration), durationEffect);
                        }
                        break;

                    case "FLASHBANG":
                        duration       = RandomService.D4(1);
                        durationEffect = EffectDeaf();
                        if (RandomService.D6(1) > 4)
                        {
                            FloatingTextStringOnCreature("Your vision blurs and blacks out.", targetCreature);
                            durationEffect = EffectLinkEffects(EffectBlindness(), durationEffect);
                        }
                        break;

                    case "ION":
                        duration     = RandomService.D4(1);
                        damageEffect = EffectDamage(RandomService.D6(perkLevel) + bonus, DamageType.Electrical);
                        if (GetRacialType(targetCreature) == RacialType.Robot ||
                            (RandomService.D6(1) > 4 && GetRacialType(targetCreature) == RacialType.Cyborg))
                        {
                            FloatingTextStringOnCreature("Your circuits are overloaded.", targetCreature);
                            durationEffect = EffectStunned();
                        }
                        break;

                    case "BACTA":
                        damageEffect   = null;
                        durationEffect = EffectRegenerate(perkLevel + 1 + medbonus, 6.0f);
                        break;

                    case "ADHESIVE":
                        durationEffect = EffectSlow();
                        if (RandomService.D6(1) > 4)
                        {
                            FloatingTextStringOnCreature("You are slowed by the adhesive explosion.", targetCreature);
                            durationEffect = EffectLinkEffects(EffectCutsceneImmobilize(), durationEffect);
                        }
                        break;

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

                    //Console.WriteLine("applying effects to " + GetName(targetCreature));

                    if (damageEffect != null)
                    {
                        ApplyEffectToObject(DurationType.Instant, damageEffect, targetCreature);
                    }
                    if (durationEffect != null)
                    {
                        ApplyEffectToObject(DurationType.Temporary, durationEffect, targetCreature, duration * 6.0f);
                    }

                    if (!targetCreature.IsPlayer)
                    {
                        SkillService.RegisterPCToNPCForSkill(user.Object, targetCreature, SkillType.Throwing);
                    }

                    targetCreature = GetNextObjectInShape(Shape.Sphere, fExplosionRadius, targetLocation, true, nObjectFilter);
                }
            }
        }