Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,90 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Pox
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//:: sp_pox.nss
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//:://////////////////////////////////////////////
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/*
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1d4 Con damage to up to 1 living creature/level in RADIUS_SIZE_SMALL
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Fort save negates.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Ornedan
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//:: Created On: December 24, 2004
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//:://////////////////////////////////////////////
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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_NECROMANCY);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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location locTarget = PRCGetSpellTargetLocation();
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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effect eDam;
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int nCasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nPenetr = nCasterLvl + SPGetPenetr(OBJECT_SELF);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nMax = GetHitDice(OBJECT_SELF);
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int nCount = 0;
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int nDC, nDamage;
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float fDelay;
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, locTarget);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(oTarget != OBJECT_INVALID && nCount <= nMax)
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{
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// GZ: Not much fun if the caster is always killing himself
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && oTarget != OBJECT_SELF)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_POX));
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//Get a random delay
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fDelay = PRCGetRandomDelay(0.5, 1.0);
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//Only living targets
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if(PRCGetIsAliveCreature(oTarget))
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{
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//We have a valid target, increment counter
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nCount++;
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr, fDelay))
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{
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nDC = PRCGetSaveDC(oTarget, OBJECT_SELF);
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//Roll damage for each target and resolve metamagic
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nDamage = PRCGetMetaMagicDamage(-1, 1, 4, 0, 0, nMetaMagic);
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if(/*Fort Save*/ !PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL, OBJECT_SELF, fDelay))
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{
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//Set the damage effect
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//eDam = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDamage);
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// Apply effects to the currently selected target.
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//DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDam, oTarget, 0.0f, FALSE, -1, nCasterLvl));
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DelayCommand(fDelay, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDamage, DURATION_TYPE_PERMANENT, TRUE, 0.0f, FALSE));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}// end if - fort save
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}// end if - spell resist
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}// end if - is target living
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}// end if - is target non-self and hostile
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, locTarget);
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}// end while - target getting
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// Getting rid of the integer used to hold the spells spell school
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PRCSetSchool();
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}
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