Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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74
_removed files/nw_s0_stormvenc.nss
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74
_removed files/nw_s0_stormvenc.nss
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//::///////////////////////////////////////////////
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//:: Storm of Vengeance: Heartbeat
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//:: NW_S0_StormVenC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates an AOE that decimates the enemies of
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the cleric over a 30ft radius around the caster
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 8, 2001
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//:://////////////////////////////////////////////
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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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//Declare major variables
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effect eAcid = EffectDamage(d8(5), DAMAGE_TYPE_ACID);
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effect eElec = EffectDamage(d8(7), DAMAGE_TYPE_ELECTRICAL);
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effect eStun = EffectStunned();
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effect eVisAcid = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eVisElec = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
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effect eVisStun = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eStun, eVisStun);
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eLink = EffectLinkEffects(eLink, eDur);
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float fDelay;
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//Get first target in spell area
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object oTarget = GetFirstInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, 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(GetAreaOfEffectCreator(), SPELL_STORM_OF_VENGEANCE));
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//Make an SR Check
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fDelay = GetRandomDelay(0.5, 2.0);
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if(MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay) == 0)
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{
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//Make a saving throw check
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// * if the saving throw is made they still suffer acid damage.
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// * if they fail the saving throw, they suffer Electrical damage too
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if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_ELECTRICITY, GetAreaOfEffectCreator(), fDelay))
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{
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
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if (d2()==1)
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
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}
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}
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else
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{
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eElec, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
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}
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}
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