Battledale_PRC8/_removed/nw_s0_acidfoga.nss
Jaysyn904 7b9e44ebbb Initial upload
Initial upload.  PRC8 has been added.  Module compiles, PRC's default AI & treasure scripts have been integrated.  Started work on top hak for SLA / Ability / Scripting modifications.
2024-03-11 23:44:08 -04:00

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///::///////////////////////////////////////////////
//:: Acid Fog: On Enter
//:: NW_S0_AcidFogA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All creatures within the AoE take 2d6 acid damage
per round and upon entering if they fail a Fort Save
their movement is halved.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 17, 2001
//:://////////////////////////////////////////////
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"
void main()
{
//Declare major variables
int nMetaMagic = GetMetaMagicFeat();
int nDamage;
effect eDam;
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
effect eSlow = EffectMovementSpeedDecrease(50);
object oTarget = GetEnteringObject();
float fDelay = GetRandomDelay(1.0, 2.2);
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
{
//Fire cast spell at event for the target
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_ACID_FOG));
//Spell resistance check
if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
{
//Roll Damage
//Enter Metamagic conditions
nDamage = d6(4);
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = 12;//Damage is at max
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
}
//Make a Fortitude Save to avoid the effects of the movement hit.
if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ACID, GetAreaOfEffectCreator(), fDelay))
{
//slowing effect
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget);
// * BK: Removed this because it reduced damage, didn't make sense nDamage = d6();
}
//Set Damage Effect with the modified damage
eDam = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
//Apply damage and visuals
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
}
}
}