Example #1
0
        public void OnImpact(NWPlayer player, NWObject target, int perkLevel)
        {
            int   luck = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            float duration;

            switch (perkLevel)
            {
            case 1:
                duration = 12;
                break;

            case 2:
                duration = 24;
                break;

            case 3:
                duration = 36;
                break;

            case 4:
                duration = 48;
                break;

            case 5:
                duration = 60;
                break;

            case 6:
                duration = 72;
                break;

            case 7:
                duration = 84;
                break;

            case 8:
                duration = 96;
                break;

            case 9:
                duration = 108;
                break;

            case 10:
                duration = 120;
                break;

            default: return;
            }

            if (_random.D100(1) <= luck)
            {
                duration *= 2;
                player.SendMessage("Lucky shot!");
            }

            if (RemoveExistingEffect(target, duration))
            {
                player.SendMessage("A more powerful effect already exists on your target.");
                return;
            }

            target.SetLocalInt("TRANQUILIZER_EFFECT_FIRST_RUN", 1);

            Effect effect = _.EffectDazed();

            effect = _.EffectLinkEffects(effect, _.EffectVisualEffect(VFX_DUR_IOUNSTONE_BLUE));
            effect = _.TagEffect(effect, "TRANQUILIZER_EFFECT");

            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, target, duration);
        }
Example #2
0
        public void OnImpact(NWPlayer player, NWObject target, int perkLevel)
        {
            int   massLevel  = _perk.GetPCPerkLevel(player, PerkType.MassTranquilizer);
            int   tranqLevel = _perk.GetPCPerkLevel(player, PerkType.Tranquilizer);
            int   luck       = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            float duration;
            float range = 5 * massLevel;

            switch (tranqLevel)
            {
            case 0:
                duration = 6;
                break;

            case 1:
                duration = 12;
                break;

            case 2:
                duration = 24;
                break;

            case 3:
                duration = 36;
                break;

            case 4:
                duration = 48;
                break;

            case 5:
                duration = 60;
                break;

            case 6:
                duration = 72;
                break;

            case 7:
                duration = 84;
                break;

            case 8:
                duration = 96;
                break;

            case 9:
                duration = 108;
                break;

            case 10:
                duration = 120;
                break;

            default: return;
            }

            if (_random.D100(1) <= luck)
            {
                duration *= 2;
                player.SendMessage("Lucky shot!");
            }

            int        current = 1;
            NWCreature nearest = _.GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, target, current);

            while (nearest.IsValid)
            {
                if (_.GetDistanceBetween(nearest, target) > range)
                {
                    break;
                }
                if (RemoveExistingEffect(target, duration))
                {
                    continue;
                }

                nearest.SetLocalInt("TRANQUILIZER_EFFECT_FIRST_RUN", 1);
                Effect effect = _.EffectDazed();
                effect = _.EffectLinkEffects(effect, _.EffectVisualEffect(VFX_DUR_IOUNSTONE_BLUE));
                effect = _.TagEffect(effect, "TRANQUILIZER_EFFECT");

                _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, target, duration);

                current++;
                nearest = _.GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, target, current);
            }
        }