Changed folder name.
Changed folder name.
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41
_module/nss/expstatuedmged.nss
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41
_module/nss/expstatuedmged.nss
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void main()
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{
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float fDamageRange = 17.0; // Range of FireDamage
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int iMinDamage = 400; // Minimal Firedamage
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int iAddDamage = d20(8); // Additional (random) Damage
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// TotalDamage to an object is
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// iMinDamage + iAddDamage
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// Do the nice Fire Explosion
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effect eExpl = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
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effect eExpl2 = EffectVisualEffect(VFX_FNF_DISPEL_DISJUNCTION);
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effect eSmoke = EffectVisualEffect(VFX_FNF_SMOKE_PUFF);
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effect eBUMP = EffectVisualEffect(VFX_FNF_SCREEN_BUMP);
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DelayCommand(0.2,ApplyEffectToObject(DURATION_TYPE_INSTANT,eExpl,OBJECT_SELF));
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DelayCommand(0.3,ApplyEffectToObject(DURATION_TYPE_INSTANT,eBUMP,OBJECT_SELF));
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DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,eSmoke,OBJECT_SELF));
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eExpl2,OBJECT_SELF, 5.0));
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// Do Damage to all Objects in a range defined by fDamageRange
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object o;
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effect eFireDamage;
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o = GetFirstObjectInShape(SHAPE_SPHERE,fDamageRange,GetLocation(OBJECT_SELF),TRUE,OBJECT_TYPE_ALL);
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while(GetIsObjectValid(o))
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{
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eFireDamage = EffectDamage(iMinDamage + iAddDamage,DAMAGE_TYPE_DIVINE, DAMAGE_POWER_PLUS_FIVE);
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DelayCommand(0.9,ApplyEffectToObject(DURATION_TYPE_INSTANT,eFireDamage,o));
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o = GetNextObjectInShape(SHAPE_SPHERE,fDamageRange,GetLocation(OBJECT_SELF),TRUE,OBJECT_TYPE_ALL);
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}
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}
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