Initial upload.
Adding base PRC 4.19a files to repository.
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70
trunk/spells/nw_s0_acidfoga.nss
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70
trunk/spells/nw_s0_acidfoga.nss
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//::///////////////////////////////////////////////
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//:: Acid Fog: On Enter
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//:: NW_S0_AcidFogA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All creatures within the AoE take 2d6 acid damage
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per round and upon entering if they fail a Fort Save
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their movement is halved.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://///////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eSlow = EffectMovementSpeedDecrease(50);
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float fDelay = PRCGetRandomDelay(1.0, 2.2);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(oCaster);
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ACID_FOG));
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//Spell resistance check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Roll Damage
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//Enter Metamagic conditions
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int nDamage = d6(2);
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if (nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 12;//Damage is at max
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if (nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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nDamage += 2;
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nDamage += SpellDamagePerDice(oCaster, 2);
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//Make a Fortitude Save to avoid the effects of the movement hit.
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,oCaster)), SAVING_THROW_TYPE_ACID, oCaster, fDelay))
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{
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//slowing effect
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget,0.0f,FALSE);
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// * BK: Removed this because it reduced damage, didn't make sense nDamage = d6();
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}
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//Set Damage Effect with the modified damage
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effect eDam = PRCEffectDamage(oTarget, nDamage, GetLocalInt(OBJECT_SELF, "Acid_Fog_Damage"));
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//Apply damage and visuals
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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PRCBonusDamage(oTarget);
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}
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}
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PRCSetSchool();
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}
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