Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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108
_removed files/nw_s0_flmstrike.nss
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_removed files/nw_s0_flmstrike.nss
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//::///////////////////////////////////////////////
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//:: Flame Strike
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//:: NW_S0_FlmStrike
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// A flame strike is a vertical column of divine fire
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// roaring downward. The spell deals 1d6 points of
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// damage per level, to a maximum of 15d6. Half the
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// damage is fire damage, but the rest of the damage
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// results directly from divine power and is therefore
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// not subject to protection from elements (fire),
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// fire shield (chill shield), etc.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Noel Borstad
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//:: Created On: Oct 19, 2000
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 20, 2001
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//:: Update Pass By: Preston W, On: Aug 1, 2001
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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 2003-06-20 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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//Declare major variables
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object oTarget;
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int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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int nDamage, nDamage2;
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int nMetaMagic = GetMetaMagicFeat();
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effect eStrike = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eHoly;
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effect eFire;
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//Limit caster level for the purposes of determining damage.
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if (nCasterLvl > 25)
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{
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nCasterLvl = 25;
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}
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE|OBJECT_TYPE_PLACEABLE|OBJECT_TYPE_DOOR);
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//Apply the location impact visual to the caster location instead of caster target creature.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, GetSpellTargetLocation());
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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, SPELL_FLAME_STRIKE));
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//Make SR check, and appropriate saving throw(s).
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if (!MyResistSpell(OBJECT_SELF, oTarget, 0.6))
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{
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nDamage = d6(nCasterLvl);
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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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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 Reflex Save, Evasion and Improved Evasion
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nDamage2 = GetReflexAdjustedDamage(nDamage/2, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_DIVINE);
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nDamage = GetReflexAdjustedDamage(nDamage/2, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Make a faction check so that only enemies receieve the full brunt of the damage.
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if(!GetIsFriend(oTarget))
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{
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eHoly = EffectDamage(nDamage2,DAMAGE_TYPE_DIVINE);
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DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHoly, oTarget));
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}
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// Apply effects to the currently selected target.
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eFire = EffectDamage(nDamage,DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget));
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DelayCommand(0.6, 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_MEDIUM,GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE|OBJECT_TYPE_PLACEABLE|OBJECT_TYPE_DOOR);
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}
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}
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