Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,63 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Dragon Breath Fire
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//:: NW_S1_DragFire
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calculates the proper damage and DC Save for the
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breath weapon based on the HD of the dragon.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 9, 2001
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//:://////////////////////////////////////////////
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const string DRAGBREATHLOCK = "DragonBreathLock";
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//modified to use the breath include - Fox
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#include "prc_inc_spells"
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#include "prc_inc_breath"
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void main()
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{
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// Check the dragon breath delay lock
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if(GetLocalInt(OBJECT_SELF, DRAGBREATHLOCK))
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{
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SendMessageToPC(OBJECT_SELF, "You cannot use your breath weapon again so soon");
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return;
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}
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//Declare major variables
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int nDCBoost = 11; //mature adult form
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int nDamageDice = 14;
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struct breath FireBreath;
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//shifted Con is 10, should be 19 for Gold and 21 for Red. Comment this section out if/when this is fixed.
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if (GetAppearanceType(OBJECT_SELF)==APPEARANCE_TYPE_DRAGON_GOLD)
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{
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nDCBoost += 7; //adjustment for incorrect Con in shifted form.
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}
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else if (GetAppearanceType(OBJECT_SELF)==APPEARANCE_TYPE_DRAGON_RED)
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{
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nDCBoost += 8; //adjustment for incorrect Con in shifted form.
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}
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//create the breath - Huge dragon, so 50'
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FireBreath = CreateBreath(OBJECT_SELF, FALSE, 50.0, DAMAGE_TYPE_FIRE, 10, nDamageDice, ABILITY_CONSTITUTION, nDCBoost);
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//Apply the breath
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PRCPlayDragonBattleCry();
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ApplyBreath(FireBreath, GetSpellTargetLocation());
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//Apply the recharge lock
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SetLocalInt(OBJECT_SELF, DRAGBREATHLOCK, TRUE);
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// Schedule opening the delay lock
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float fDelay = RoundsToSeconds(FireBreath.nRoundsUntilRecharge);
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SendMessageToPC(OBJECT_SELF, "Your breath weapon will be ready again in " + IntToString(FireBreath.nRoundsUntilRecharge) + " rounds.");
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DelayCommand(fDelay, DeleteLocalInt(OBJECT_SELF, DRAGBREATHLOCK));
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DelayCommand(fDelay, SendMessageToPC(OBJECT_SELF, "Your breath weapon is ready now"));
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}
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