//:://///////////////////////////////////////////// //:: Custom User Defined Event //:: FileName //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: //:: Created On: //::////////////////////////////////////////////// #include "NW_I0_SPELLS" #include "prc_inc_spells" void main() { int nUser = GetUserDefinedEventNumber(); if(nUser == 1001) //HEARTBEAT { } else if(nUser == 1002) // PERCEIVE { } else if(nUser == 1003) // END OF COMBAT { } else if(nUser == 1004) // ON DIALOGUE { } else if(nUser == 1005) // ATTACKED { } else if(nUser == 1006) // DAMAGED { } else if(nUser == 1007) // DEATH { location llocation = GetLocation(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_NATURE), llocation); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DISEASE_S), llocation); object oCaster = OBJECT_SELF; int nMetaMagic = PRCGetMetaMagicFeat(); int nDamage; float fDelay; effect eCon = EffectDisease(DISEASE_SOLDIER_SHAKES); effect eTest; eCon = ExtraordinaryEffect(eCon); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); //effect eDis = EffectVisualEffect(VFX_IMP_DISEASE_S); effect eLink = EffectLinkEffects(eCon, eDur); //eLink = EffectLinkEffects(eDis, eDur); //Get the spell target location as opposed to the spell target. location lTarget = GetLocation(OBJECT_SELF); //Limit Caster level for the purposes of damage //Apply the fireball explosion at the location captured above. ///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); //Cycle through the targets within the spell shape until an invalid object is captured. while (GetIsObjectValid(oTarget)) { if(GetIsReactionTypeHostile(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CONTAGION)); //Get the distance between the explosion and the target to calculate delay fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. //Set the damage effect // Apply effects to the currently selected target. DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget)); //This visual effect is applied to the target object not the location as above. This visual effect //represents the flame that erupts on the target not on the ground. } //Select the next target within the spell shape. oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR); } } else if(nUser == 1008) // DISTURBED { } }