Author Topic: issue with reworked gust of wind script  (Read 339 times)

Legacy_Monsieur T

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issue with reworked gust of wind script
« on: August 18, 2013, 05:51:49 pm »


               The following script works just fine, except that hostile creatures who suffer the knockdown and single point of damage stand up after the three rounds have passed and proceed to do nothing at all, even though the PC caster is in plain view.
If the caster subsequently attacks any of them, they will retaliate in the normal fashion, but it would be nice if they took exception to being knocked flat from the get-go!
The spell is definitely flagged as a hostile casting in spells.2da, so that's not the issue.
Any advice would be greatly appreciated.
Thanks.


//::///////////////////////////////////////////////
//:: Gust of Wind
//:: [x0_s0_gustwind.nss]
//:: Copyright © 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
    This spell creates a gust of wind in all directions
    around the target. All targets in a huge area will be
    affected:
    - Target must make a Fortitude save vs. spell DC or be
      knocked down for 3 rounds
    - plays a wind sound
    - if an area of effect object is within the area
      it is dispelled
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: September 7, 2002
//:://////////////////////////////////////////////
#include "x0_i0_spells"
#include "x2_inc_spellhook"
void main()
{
/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more
*/
    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }
    // End of Spell Cast Hook

    //Declare major variables
    object oCaster = OBJECT_SELF;
    int nCasterLvl = GetCasterLevel(oCaster);
    int nDamage = 1;
    float fDelay;
    effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
    string sAOETag;
    //Get the spell target location as opposed to the spell target.
    location lTarget = GetSpellTargetLocation();
    //Apply the explosion VFX at the location captured above.
    ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);

    //Declare the spell shape, size and the location.  Capture the first target object in the shape.
    object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_AREA_OF_EFFECT);

    //Cycle through the targets within the spell shape until an invalid object is captured.
    while (GetIsObjectValid(oTarget))
    {
        if (GetObjectType(oTarget) == OBJECT_TYPE_AREA_OF_EFFECT)
        {
            // Gust of wind should only destroy "cloud/fog like" area of effect spells.
            sAOETag = GetTag(oTarget);
            if ( sAOETag == "VFX_PER_FOGACID" ||
                 sAOETag == "VFX_PER_FOGKILL" ||
                 sAOETag == "VFX_PER_FOGBEWILDERMENT" ||
                 sAOETag == "VFX_PER_FOGSTINK" ||
                 sAOETag == "VFX_PER_FOGFIRE" ||
                 sAOETag == "VFX_PER_FOGMIND" ||
                 sAOETag == "VFX_MOB_TROGLODYTE_STENCH" ||
                 sAOETag == "VFX_PER_CREEPING_DOOM")
             {
                 DestroyObject(oTarget);
             }
        }
        else
        if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
        {
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 75));
                //Get the distance between the explosion and the target to calculate delay
                fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
                // * unlocked doors will reverse their open state
                if (GetObjectType(oTarget) == OBJECT_TYPE_DOOR)
                {
                    if (GetLocked(oTarget) == FALSE)
                    {
                        if (GetIsOpen(oTarget) == FALSE)
                        {
                            AssignCommand(oTarget, ActionOpenDoor(oTarget));
                        }
                        else
                            AssignCommand(oTarget, ActionCloseDoor(oTarget));
                    }
                }
                if(!MyResistSpell(OBJECT_SELF, oTarget) && !MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC()))
                {
                    //Apply effects to the currently selected target.
                    effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_SLASHING);
                    effect eKnockdown = EffectKnockdown();
                    if(nDamage > 0)
                    {
                        DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
                        DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, RoundsToSeconds(3)));
                    }
                 }
             }
        }
       //Select the next target within the spell shape.
       oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE |OBJECT_TYPE_AREA_OF_EFFECT);
    }
}