Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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66
_removed files/x2_s2_gwburn.nss
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66
_removed files/x2_s2_gwburn.nss
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//::///////////////////////////////////////////////
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//:: Outsider Shape - Azer - Fire stream
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//:: x2_s2_gwburn
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//:: Copyright (c) 2003Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Azer shoot fire ability. The fire they breathe
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is natural, so there is no SR check against it
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: July, 07, 2003
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//:://////////////////////////////////////////////
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#include "x2_inc_shifter"
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void main()
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{
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//--------------------------------------------------------------------------
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// Enforce artifical use limit on that ability
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//--------------------------------------------------------------------------
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/* if (ShifterDecrementGWildShapeSpellUsesLeft() <1 )
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{
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FloatingTextStrRefOnCreature(83576, OBJECT_SELF);
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return;
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}
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*/
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//--------------------------------------------------------------------------
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// Create VFX
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//--------------------------------------------------------------------------
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object oTarget = GetSpellTargetObject();
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int nTouch = TouchAttackRanged(oTarget);
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effect eRay = EffectBeam(444,OBJECT_SELF,BODY_NODE_CHEST,(nTouch == 0));
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effect eDur = EffectVisualEffect(498);
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float fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/14;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eRay,oTarget,1.7f);
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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if (nTouch > 0)
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{
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int nDamage = d4( GetLevelByClass(CLASS_TYPE_SHIFTER,OBJECT_SELF)/3 ) + GetAbilityModifier(ABILITY_WISDOM,OBJECT_SELF);
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if (nTouch ==2)
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{
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nDamage += d4( GetLevelByClass(CLASS_TYPE_SHIFTER,OBJECT_SELF)/3 ) + GetAbilityModifier(ABILITY_WISDOM,OBJECT_SELF);
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}
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int nDC = ShifterGetSaveDC(OBJECT_SELF,SHIFTER_DC_NORMAL);
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nDamage = GetReflexAdjustedDamage(nDamage,oTarget,nDC,SAVING_THROW_TYPE_FIRE,OBJECT_SELF);
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effect eDamage = EffectDamage(nDamage,DAMAGE_TYPE_FIRE);
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effect eHit = EffectVisualEffect(VFX_IMP_FLAME_S);
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eHit = EffectLinkEffects(eDamage,eHit);
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DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eDur,oTarget,3.0f));
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DelayCommand(fDelay+0.3f,ApplyEffectToObject(DURATION_TYPE_INSTANT,eHit,oTarget,3.0f));
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}
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}
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