Clear out experimental .35 files
Clear out experimental .35 files
This commit is contained in:
@@ -1,86 +0,0 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Negative Energy Burst
|
||||
//:: prc_dnc_negburst.nss
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
The Dread Necro releases a burst of negative energy
|
||||
doing 1d4 / level negative energy damage
|
||||
*/
|
||||
|
||||
#include "prc_inc_spells"
|
||||
#include "prc_add_spell_dc"
|
||||
#include "prc_inc_function"
|
||||
|
||||
void main()
|
||||
{
|
||||
//Declare major variables
|
||||
object oCaster = OBJECT_SELF;
|
||||
int nClass = GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oCaster);
|
||||
int nDamage;
|
||||
float fDelay;
|
||||
effect eExplode = EffectVisualEffect(VFX_FNF_LOS_EVIL_20); //Replace with Negative Pulse
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
|
||||
effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
|
||||
effect eDam, eHeal;
|
||||
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
||||
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
||||
|
||||
//Get the spell target location as opposed to the spell target.
|
||||
location lTarget = GetLocation(oCaster);
|
||||
//Apply the explosion at the location captured above.
|
||||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
|
||||
//Declare the spell shape, size and the location. Capture the first target object in the shape.
|
||||
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget);
|
||||
//Cycle through the targets within the spell shape until an invalid object is captured.
|
||||
while (GetIsObjectValid(oTarget))
|
||||
{
|
||||
int nDC = 10 + (nClass/2) + GetAbilityModifier(ABILITY_CHARISMA, oCaster);
|
||||
//Roll damage for each target
|
||||
nDamage = d4(nClass);
|
||||
if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_NEGATIVE, OBJECT_SELF, fDelay))
|
||||
{
|
||||
nDamage /= 2;
|
||||
|
||||
if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
|
||||
{
|
||||
nDamage = 0;
|
||||
}
|
||||
}
|
||||
//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
|
||||
//Get the distance between the explosion and the target to calculate delay
|
||||
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
|
||||
|
||||
// * any undead should be healed, not just Friendlies
|
||||
if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD
|
||||
|| (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD)
|
||||
|| GetLocalInt(oTarget, "AcererakHealing"))
|
||||
{
|
||||
//Fire cast spell at event for the specified target
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST, FALSE));
|
||||
//Set the heal effect
|
||||
eHeal = EffectHeal(nDamage);
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, 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.
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget));
|
||||
}
|
||||
else
|
||||
{
|
||||
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
|
||||
{
|
||||
//Fire cast spell at event for the specified target
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST));
|
||||
//Set the damage effect
|
||||
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_NEGATIVE);
|
||||
// Apply effects to the currently selected target.
|
||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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.
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
|
||||
}
|
||||
}
|
||||
|
||||
//Select the next target within the spell shape.
|
||||
oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user