Clear out experimental .35 files
Clear out experimental .35 files
This commit is contained in:
@@ -1,164 +0,0 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Gedlee's Electric Loop
|
||||
//:: X2_S0_ElecLoop
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
You create a small stroke of lightning that
|
||||
cycles through all creatures in the area of effect.
|
||||
The spell deals 1d6 points of damage per 2 caster
|
||||
levels (maximum 5d6). Those who fail their Reflex
|
||||
saves must succeed at a Will save or be stunned
|
||||
for 1 round.
|
||||
|
||||
Spell is standard hostile, so if you use it
|
||||
in hardcore mode, it will zap yourself!
|
||||
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Georg Zoeller
|
||||
//:: Created On: Oct 19 2003
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
//:: modified by mr_bumpkin Dec 4, 2003 for prc stuff
|
||||
#include "prc_inc_spells"
|
||||
|
||||
|
||||
|
||||
#include "prc_add_spell_dc"
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
||||
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Spellcast Hook Code
|
||||
// Added 2003-06-20 by Georg
|
||||
// If you want to make changes to all spells, check x2_inc_spellhook.nss to
|
||||
// find out more
|
||||
//--------------------------------------------------------------------------
|
||||
if (!X2PreSpellCastCode())
|
||||
{
|
||||
return;
|
||||
}
|
||||
// End of Spell Cast Hook
|
||||
|
||||
|
||||
location lTarget = PRCGetSpellTargetLocation();
|
||||
effect eStrike = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
|
||||
int nMetaMagic = PRCGetMetaMagicFeat();
|
||||
float fDelay;
|
||||
effect eBeam;
|
||||
int nDamage;
|
||||
int nPotential;
|
||||
effect eDam;
|
||||
object oLastValid;
|
||||
effect eStun = EffectLinkEffects(EffectVisualEffect(VFX_IMP_STUN),EffectStunned());
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Calculate Damage Dice. 1d per 2 caster levels, max 5d
|
||||
//--------------------------------------------------------------------------
|
||||
int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
|
||||
|
||||
|
||||
|
||||
int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_ELECTRICAL);
|
||||
|
||||
int nNumDice = CasterLvl/2;
|
||||
if (nNumDice<1)
|
||||
{
|
||||
nNumDice = 1;
|
||||
}
|
||||
else if (nNumDice >5)
|
||||
{
|
||||
nNumDice = 5;
|
||||
}
|
||||
|
||||
CasterLvl +=SPGetPenetr();
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Loop through all targets
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
||||
while (GetIsObjectValid(oTarget))
|
||||
{
|
||||
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
|
||||
{
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Calculate delay until spell hits current target. If we are the
|
||||
// first target, the delay is the time until the spell hits us
|
||||
//------------------------------------------------------------------
|
||||
if (GetIsObjectValid(oLastValid))
|
||||
{
|
||||
fDelay += 0.2f;
|
||||
fDelay += GetDistanceBetweenLocations(GetLocation(oLastValid), GetLocation(oTarget))/20;
|
||||
}
|
||||
else
|
||||
{
|
||||
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// If there was a previous target, draw a lightning beam between us
|
||||
// and iterate delay so it appears that the beam is jumping from
|
||||
// target to target
|
||||
//------------------------------------------------------------------
|
||||
if (GetIsObjectValid(oLastValid))
|
||||
{
|
||||
eBeam = EffectBeam(VFX_BEAM_LIGHTNING, oLastValid, BODY_NODE_CHEST);
|
||||
DelayCommand(fDelay,SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam,oTarget,1.5f));
|
||||
}
|
||||
|
||||
if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
|
||||
{
|
||||
|
||||
int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
|
||||
nPotential = PRCMaximizeOrEmpower(6, nNumDice, nMetaMagic);
|
||||
nPotential += SpellDamagePerDice(OBJECT_SELF, nNumDice);
|
||||
//nPotential += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF);
|
||||
nDamage = PRCGetReflexAdjustedDamage(nPotential, oTarget, (nDC), SAVING_THROW_TYPE_ELECTRICITY);
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// If we failed the reflex save, we save vs will or are stunned
|
||||
// for one round
|
||||
//--------------------------------------------------------------
|
||||
if (nPotential == nDamage || (GetHasFeat(FEAT_IMPROVED_EVASION,oTarget) && nDamage == (nPotential/2)))
|
||||
{
|
||||
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_MIND_SPELLS, OBJECT_SELF, fDelay))
|
||||
{
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,eStun,oTarget, RoundsToSeconds(1)));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (nDamage >0)
|
||||
{
|
||||
eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
|
||||
PRCBonusDamage(oTarget);
|
||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eStrike, oTarget));
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Store Target to make it appear that the lightning bolt is jumping
|
||||
// from target to target
|
||||
//------------------------------------------------------------------
|
||||
oLastValid = oTarget;
|
||||
|
||||
}
|
||||
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE );
|
||||
}
|
||||
|
||||
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
||||
// Erasing the variable used to store the spell's spell school
|
||||
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user