Added "removed" folder
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115
_removed/nw_s0_weird.nss
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115
_removed/nw_s0_weird.nss
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//::///////////////////////////////////////////////
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//:: Weird
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//:: NW_S0_Weird
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All enemies in LOS of the spell must make 2 saves or die.
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Even IF the fortitude save is succesful, they will still take
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4d10 damage.
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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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//:: Last Updated By: Preston Watamaniuk, On: April 10, 2001
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//:: VFX Pass By: Preston W, On: June 27, 2001
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/*
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Patch 1.70, fix by Shadooow
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- had double death VFX
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- missing death VFX when spell killed creature lower than 7HD
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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 or mind spells 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 2003-06-20 by Georg
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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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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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effect eVis2 = EffectVisualEffect(VFX_IMP_DEATH);
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effect eWeird = EffectVisualEffect(VFX_FNF_WEIRD);
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effect eAbyss = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10);
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int nDamage;
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float fDelay;
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//Apply the FNF VFX impact
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eWeird, spell.Loc);
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//Get the first target in the spell area
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, spell.Loc, TRUE);
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while (GetIsObjectValid(oTarget))
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{
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//Make a faction check
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, spell.Caster))
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{
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fDelay = GetRandomDelay(3.0, 4.0);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(spell.Caster, spell.Id));
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//Make an SR Check
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if(!MyResistSpell(spell.Caster, oTarget, fDelay))
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{
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if ( !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS,spell.Caster) &&
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!GetIsImmune(oTarget, IMMUNITY_TYPE_FEAR,spell.Caster))
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{
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if(GetHitDice(oTarget) >= 7)
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{
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//Make a Will save against mind-affecting
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if(!MySavingThrow(SAVING_THROW_WILL, oTarget, spell.DC, SAVING_THROW_TYPE_MIND_SPELLS, spell.Caster, fDelay))
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{
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// * I failed the saving throw. Now I die.
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//Apply VFX impact and death effect
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//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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effect eDeath = EffectDeath();
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// Need to make this supernatural, so that it ignores death immunity.
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eDeath = SupernaturalEffect( eDeath );
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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} // Will save
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}
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else
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{
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// * I have less than 7HD, I die.
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//Apply VFX impact and death effect
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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effect eDeath = EffectDeath();
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// Need to make this supernatural, so that it ignores death immunity.
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eDeath = SupernaturalEffect( eDeath );
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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}
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}
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else
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{//fear or mind spells immune
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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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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectFrightened(), oTarget, 1.0));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, spell.Loc, TRUE);
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}
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}
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