public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { user.SetLocalObject("PERK_REFUND_OBJECT", item.Object); user.ClearAllActions(); _dialog.StartConversation(user, user, "PerkRefund"); }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { user.SetLocalObject("XP_TOME_OBJECT", item.Object); user.ClearAllActions(); _dialog.StartConversation(user, user, "XPTome"); }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { user.SetLocalObject("ITEM_BEING_RENAMED", item); string conversation = item.GetLocalString("CONVERSATION"); DialogService.StartConversation((NWPlayer)user, user, conversation); }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { NWArea area = user.Area; bool farmingDisabled = area.GetLocalInt("FARMING_DISABLED") == 1; if (farmingDisabled) { user.SendMessage("You cannot dig a hole in this area."); return; } user.SetLocalObject("SHOVEL_ITEM", item.Object); user.SetLocalLocation("SHOVEL_TARGET_LOCATION", targetLocation); user.SetLocalObject("SHOVEL_TARGET_OBJECT", target.Object); user.ClearAllActions(); _dialog.StartConversation(user, user, "Shovel"); }
public void ApplyEffects(NWCreature user, NWItem item, NWObject target, Location targetLocation, CustomData customData) { if (item.Tag == "PazaakCard" && target.Tag == "PazaakCollection") { user.ClearAllActions(); // In case they are in the manage collection dialog, avoid conflicts. PazaakService.AddCardToCollection(item, target); return; } if (item.Tag == "PazaakCollection" && target.Tag == "PazaakTable") { user.SetLocalObject("ACTIVE_COLLECTION", item); DialogService.StartConversation(user, target, "PazaakTable"); return; } if (item.Tag == "PazaakCollection" && (!target.IsValid || target == user)) { user.SetLocalObject("ACTIVE_COLLECTION", item); DialogService.StartConversation(user, user, "PazaakCollection"); return; } }
private static void ActivateAbility( NWCreature activator, NWObject target, Data.Entity.Perk entity, IPerkHandler perkHandler, int pcPerkLevel, PerkExecutionType executionType, int spellTier) { string uuid = Guid.NewGuid().ToString(); float baseActivationTime = perkHandler.CastingTime(activator, (float)entity.BaseCastingTime, spellTier); float activationTime = baseActivationTime; var vfxID = VisualEffect.Invalid; var animationID = Animation.Invalid; if (baseActivationTime > 0f && activationTime < 1.0f) { activationTime = 1.0f; } // Force ability armor penalties float armorPenalty = 0.0f; if (executionType == PerkExecutionType.ForceAbility || executionType == PerkExecutionType.ConcentrationAbility) { string penaltyMessage = string.Empty; foreach (var item in activator.EquippedItems) { if (item.CustomItemType == CustomItemType.HeavyArmor) { armorPenalty = 2; penaltyMessage = "Heavy armor slows your force cooldown by 100%."; break; } else if (item.CustomItemType == CustomItemType.LightArmor) { armorPenalty = 1.25f; penaltyMessage = "Light armor slows your force cooldown by 25%."; } } // If there's an armor penalty, send a message to the player. if (armorPenalty > 0.0f) { activator.SendMessage(penaltyMessage); } } // If player is in stealth mode, force them out of stealth mode. if (_.GetActionMode(activator.Object, ActionMode.Stealth)) { _.SetActionMode(activator.Object, ActionMode.Stealth, false); } // Make the player face their target. _.ClearAllActions(); BiowarePosition.TurnToFaceObject(target, activator); // Force and Concentration Abilities will display a visual effect during the casting process. if (executionType == PerkExecutionType.ForceAbility || executionType == PerkExecutionType.ConcentrationAbility) { vfxID = VisualEffect.Vfx_Dur_Iounstone_Yellow; animationID = Animation.LoopingConjure1; } if (executionType == PerkExecutionType.ConcentrationAbility) { activator.SetLocalObject("CONCENTRATION_TARGET", target); } // If a VFX ID has been specified, play that effect instead of the default one. if (vfxID != VisualEffect.Invalid) { var vfx = _.EffectVisualEffect(vfxID); vfx = _.TagEffect(vfx, "ACTIVATION_VFX"); _.ApplyEffectToObject(DurationType.Temporary, vfx, activator.Object, activationTime + 0.2f); } // If an animation has been specified, make the player play that animation now. // bypassing if perk is throw saber due to couldn't get the animation to work via db table edit if (animationID != Animation.Invalid && entity.ID != (int)PerkType.ThrowSaber) { activator.AssignCommand(() => _.ActionPlayAnimation(animationID, 1.0f, activationTime - 0.1f)); } // Mark player as busy. Busy players can't take other actions (crafting, harvesting, etc.) activator.IsBusy = true; // Non-players can't be interrupted via movement. if (!activator.IsPlayer) { // Begin the check for spell interruption. If the activator moves, the spell will be canceled. CheckForSpellInterruption(activator, uuid, activator.Position); } activator.SetLocalInt(uuid, (int)SpellStatusType.Started); // If there's a casting delay, display a timing bar on-screen. if (activationTime > 0) { NWNXPlayer.StartGuiTimingBar(activator, (int)activationTime, string.Empty); } // Run the FinishAbilityUse event at the end of the activation time. int perkID = entity.ID; var @event = new OnFinishAbilityUse(activator, uuid, perkID, target, pcPerkLevel, spellTier, armorPenalty); activator.DelayEvent(activationTime + 0.2f, @event); }