Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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107
_removed files/old_thunderclap.nss
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107
_removed files/old_thunderclap.nss
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//::///////////////////////////////////////////////
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//:: Great Thunderclap
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//:: X2_S0_GrtThdclp
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// You create a loud noise equivalent to a peal of
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// thunder and its acommpanying shock wave. The
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// spell has three effects. First, all creatures
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// in the area must make Will saves to avoid being
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// stunned for 1 round. Second, the creatures must
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// make Fortitude saves or be deafened for 1 minute.
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// Third, they must make Reflex saves or fall prone.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 20, 2002
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//:: Updated On: Oct 20, 2003 - some nice Vfx:)
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//:://////////////////////////////////////////////
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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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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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//Epic DC Bonus Added
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int nDB;
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int nAdjs;
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nAdjs = GetCasterLevel(OBJECT_SELF) - 20;
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if(GetCasterLevel(OBJECT_SELF)>=23)
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{
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nDB = nAdjs/3;
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SendMessageToPC(OBJECT_SELF, "Your Epic DC Bonus = +" + IntToString(nDB) + " DC");
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}
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else if(GetCasterLevel(OBJECT_SELF) <=22)
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{
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nDB = 0;
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}
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int nDamage = 0;
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int nDC = GetSpellSaveDC();
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION);
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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effect eVis2 = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
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effect eVis3 = EffectVisualEffect(VFX_IMP_STUN);
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effect eDeaf = EffectDeaf();
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effect eKnock = EffectKnockdown();
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effect eStun = EffectStunned();
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effect eShake = EffectVisualEffect(356);
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effect eDmg = EffectDamage(d8(3), DAMAGE_TYPE_SONIC, DAMAGE_POWER_ENERGY);
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location lTarget = GetSpellTargetLocation();
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, OBJECT_SELF, 2.0f);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && oTarget != OBJECT_SELF)
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{
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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(!MySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SONIC))
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDeaf, oTarget, RoundsToSeconds(10)));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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}
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if(!MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SONIC))
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, RoundsToSeconds(1)));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_SONIC))
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnock, oTarget, 6.0f));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis3, oTarget,4.0f));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget));
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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