Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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67
_module/_removed files/nw_s0_incclouda.nss
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67
_module/_removed files/nw_s0_incclouda.nss
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//::///////////////////////////////////////////////
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//:: Incendiary Cloud
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//:: NW_S0_IncCloud.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Person within the AoE take 4d6 fire damage
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per round.
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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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//:: March 2003: Removed movement speed penalty
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#include "X0_I0_SPELLS"
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#include "epicdc_inc"
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void main()
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{
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//Declare major variables
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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effect eDam;
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object oTarget;
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//Declare and assign personal impact visual effect.
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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// effect eSpeed = EffectMovementSpeedDecrease(50);
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effect eVis2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = eVis2; //EffectLinkEffects(eSpeed, eVis2);
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float fDelay;
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//Capture the first target object in the shape.
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oTarget = GetEnteringObject();
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//Declare the spell shape, size and the location.
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
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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_INCENDIARY_CLOUD));
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//Make SR check, and appropriate saving throw(s).
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if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
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{
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fDelay = GetRandomDelay(0.5, 2.0);
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//Roll damage.
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nDamage = d8(6) + 16;
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = 64;//Damage is at max
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}
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if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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//Adjust damage for Reflex Save, Evasion and Improved Evasion
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_FIRE, GetAreaOfEffectCreator());
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// Apply effects to the currently selected target.
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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// ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpeed, oTarget);
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}
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}
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