Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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_module/_removed files/x2_s0_scntsphere.nss
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_module/_removed files/x2_s0_scntsphere.nss
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//::///////////////////////////////////////////////
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//:: Scintillating Sphere
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//:: X2_S0_ScntSphere
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// A scintillating sphere is a burst of electricity
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// that detonates with a low roar and inflicts 1d6
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// points of damage per caster level (maximum of 10d6)
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// to all creatures within the area. Unattended objects
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// also take damage. The explosion creates almost no pressure.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 25 , 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs, 02/06/2003
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#include "NW_I0_SPELLS"
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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#include "epicdc_inc"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-07-07 by Georg Zoeller
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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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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLvl = GetCasterLevel(oCaster);
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(459);
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetSpellTargetLocation();
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 15)
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{
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nCasterLvl = 15;
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}
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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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 = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, 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, GetSpellId()));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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//Roll damage for each target
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nDamage = d6(nCasterLvl);
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//Resolve metamagic
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = 6 * nCasterLvl;
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}
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else if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + nDamage / 2;
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}
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_ELECTRICITY);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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