100 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Cone: Disease
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//:: NW_S1_ConeDisea
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    Creature spits out a cone of disease that cannot
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    be avoided unless a Reflex save is made.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 22, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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    //if (WildMagicOverride()) { return; }
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//:: Declare major variables
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	object oNPC		= OBJECT_SELF;
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	object oTarget;
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    int nHD 		= GetHitDice(oNPC);
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	int nRacial 	= MyPRCGetRacialType(oNPC);
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	int nDisease;
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    location lTargetLocation = GetSpellTargetLocation();
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    float fDelay;
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	effect eCone 	= EffectDisease(nDisease);
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    effect eVis 	= EffectVisualEffect(VFX_IMP_DISEASE_S);
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    //Determine the disease type based on the Racial Type and HD
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    switch (nRacial)
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    {
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        case RACIAL_TYPE_OUTSIDER:
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            nDisease = DISEASE_DEMON_FEVER;
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        break;
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        case RACIAL_TYPE_VERMIN:
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            nDisease = DISEASE_VERMIN_MADNESS;
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        break;
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        case RACIAL_TYPE_UNDEAD:
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            if(nHD <= 3)
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            {
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                nDisease = DISEASE_ZOMBIE_CREEP;
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            }
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            else if (nHD > 3 && nHD <= 10)
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            {
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                nDisease = DISEASE_GHOUL_ROT;
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            }
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            else if(nHD > 10)
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            {
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                nDisease = DISEASE_MUMMY_ROT;
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            }
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        default:
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            if(nHD <= 3)
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            {
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                nDisease = DISEASE_MINDFIRE;
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            }
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            else if (nHD > 3 && nHD <= 10)
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            {
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                nDisease = DISEASE_RED_ACHE;
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            }
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            else if(nHD > 10)
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            {
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                nDisease = DISEASE_SHAKES;
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            }
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        break;
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    }
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    oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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    //Get first target in spell area
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    while(GetIsObjectValid(oTarget))
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    {
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        if(!GetIsReactionTypeFriendly(oTarget) && oTarget != 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, SPELLABILITY_CONE_DISEASE));
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            //Get the delay time
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            fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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            //Apply the VFX impact and effects
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            DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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            DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
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        }
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        //Get next target in spell area
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        oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
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    }
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}
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