Aschbourne_PRC8/_module/nss/nw_s1_conedisea.nss
Jaysyn904 5d27edafba Major update
Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system.  Added PC deleter.  Added ACP 4.1.  Full compile.  Updated release archive.
2024-09-16 23:40:48 -04:00

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//::///////////////////////////////////////////////
//:: Cone: Disease
//:: NW_S1_ConeDisea
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature spits out a cone of disease that cannot
be avoided unless a Reflex save is made.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 22, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nRacial = MyPRCGetRacialType(oNPC);
int nDisease;
location lTargetLocation = PRCGetSpellTargetLocation();
float fDelay;
effect eCone = EffectDisease(nDisease);
effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
//Determine the disease type based on the Racial Type and HD
switch (nRacial)
{
case RACIAL_TYPE_OUTSIDER:
nDisease = DISEASE_DEMON_FEVER;
break;
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
if(nHD <= 3)
{
nDisease = DISEASE_ZOMBIE_CREEP;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_GHOUL_ROT;
}
else if(nHD > 10)
{
nDisease = DISEASE_MUMMY_ROT;
}
default:
if(nHD <= 3)
{
nDisease = DISEASE_MINDFIRE;
}
else if (nHD > 3 && nHD <= 10)
{
nDisease = DISEASE_RED_ACHE;
}
else if(nHD > 10)
{
nDisease = DISEASE_SHAKES;
}
break;
}
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_DISEASE));
//Get the delay time
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}