Added "removed" folder
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93
_removed/nw_s0_phankill.nss
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93
_removed/nw_s0_phankill.nss
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//::///////////////////////////////////////////////
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//:: Phantasmal Killer
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//:: NW_S0_PhantKill
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Target of the spell must make 2 saves or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 14 , 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 22, 2001
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//:: Update Pass By: Preston W, On: Aug 3, 2001
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/*
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Patch 1.70, fix by Shadooow
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- second saving throw subtype changed to fear (as per spell's descriptors)
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- missing feedback when target was fear immune
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*/
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#include "70_inc_spells"
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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spellsDeclareMajorVariables();
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int nDamage = MaximizeOrEmpower(6,3,spell.Meta);
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eVis2 = EffectVisualEffect(VFX_IMP_SONIC);
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if(spellsIsTarget(spell.Target, SPELL_TARGET_SINGLETARGET, spell.Caster))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id));
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//Make an SR check
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if(!MyResistSpell(spell.Caster, spell.Target))
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{
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// Immunity to fear or mind spells, makes you immune to Phantasmal Killer.
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if (!GetIsImmune(spell.Target, IMMUNITY_TYPE_FEAR, spell.Caster) && !GetIsImmune(spell.Target, IMMUNITY_TYPE_MIND_SPELLS, spell.Caster))
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{
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//Make a Will save //1.70 - removed, the immunity and feedback is now handled differently
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if (!MySavingThrow(SAVING_THROW_WILL, spell.Target, spell.DC, SAVING_THROW_TYPE_MIND_SPELLS, spell.Caster))
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{
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//Make a Fort save
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if (MySavingThrow(SAVING_THROW_FORT, spell.Target, spell.DC, SAVING_THROW_TYPE_FEAR, spell.Caster))
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{
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//Set the damage property
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL);
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//Apply the damage effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, spell.Target);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, spell.Target);
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}
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else
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{
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//Apply the death effect and VFX impact
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// Immunity to death magic, should not make you immune to Phantasmal Killer.
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// So we need to make the effect supernatural.
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ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), spell.Target);
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//uncommented because of save subtype changed
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, spell.Target);
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}
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}
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}
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else//fear or mind spells immune
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{
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//engine workaround to get proper feedback and VFX
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eVis = EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, spell.Target);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectFrightened(), spell.Target, 1.0);
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}
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}
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}
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}
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