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NWN SCRIPTS

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Title  slip on ice and take damage
Author  MotoTsume
Submitted / Updated  02-21-2004 / 11-22-2006
Category  Area
Expansions  HOTU-1.61
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  None
Description
This is a basic slip on ice and take damage script, needed one the other day and couldnt find one, there probably is better out there, but this is simple and works. goes on OnEnter of Generic Trigger. other documentation is in script.

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Comments (7):

Posted by udasu at 2008-01-12 15:07:55    Voted 10.00 on 01/12/08
Perfect! It's Exactly what I needed! Thanks!
_________________________
Well, y'know... Sometimes you eat the bar, and..

Posted by Makzimia_De_Graf at 2004-02-25 09:47:00    
Nice idea Moto, I think this will go well in conjunction with my using Deva's frost bite :)

Makz.Makzimia De Graf
DM/Creator
Island of Fredian a PW
Home of ATS/Salandra's crafting

Posted by BenWH at 2004-02-25 07:15:00    
Good thinking Alustriel! I used slip scripts in Birthright of the North, and ended up using sleep (knockdown is really buggy) which was no good for elves - might change it based on your suggestion.
_________________________
Works of B G P Hughes: Link

AME Chairman

Posted by MotoTsume at 2004-02-22 20:26:00    
cool guys, great additions to it and hey thanks for the mod
Jassper.


And yes this doesnt have to be just on ice can be on slippery floors etc.Hey it is just a game! Or is it?

Posted by Alustriel at 2004-02-22 10:49:00    
Thanks,

Modified it with Jasspers suggestion - replaced the knockdown effect with the animation - and it now looks like this:

void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;

if (ReflexSave(oPC, 15)) {
FloatingTextStringOnCreature("Whoa! - Slow down there, almost fell!", oPC);
}
else {
FloatingTextStringOnCreature("You slipped on the ice!", oPC);
effect eEffect = EffectDamage(d4(1), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK, 1.0, 4.0));
}
}

Posted by Jassper at 2004-02-22 08:21:00    
Cool Idea, but one thing. You should check to see if the PC is Immune to knockdown effects. Otherwise they will take dam and not fall down.

If you want them to fall regardless, then make them do the Animation ANIMATION_LOOPING_DEAD_BACK. Otherwise, if they are immune to knockdown, the damage shouldn't apply.

When you speak, you state what you already know. When you listen, you learn.

Posted by Ayath_The_Loafer at 2004-02-22 02:42:00    
This is a brilliant idea. Love it. Makes sense.

Good thinking. Small things make a module great. I'm sure this will get a laugh more than once.

I will certainly use it and perhaps adapt it to damage only being done if you were running when you slipped.

Ayath

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