//::///////////////////////////////////////////////
//:: Acid Fog: On Enter
//:: NW_S0_AcidFogA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    All creatures within the AoE take 2d6 acid damage
    per round and upon entering if they fail a Fort Save
    their movement is halved.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 17, 2001
//:://////////////////////////////////////////////

#include "ke_spell_factor"

#include "X0_I0_SPELLS"

void main()
{

    //Declare major variables
    int nMetaMagic = GetMetaMagicFeat();
    int nDamage;
    int nCasterLevel = 12;
    effect eDam;
    effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
    effect eSlow = EffectMovementSpeedDecrease(50);
    object oTarget = GetEnteringObject();
    float fDelay = GetRandomDelay(1.0, 2.2);
    if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
    {
        //Fire cast spell at event for the target
        SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_ACID_FOG));
        //Spell resistance check
        if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
        {
            //Roll Damage
            //Enter Metamagic conditions
            nDamage = (d12(nCasterLevel)+60);
            if (nMetaMagic == METAMAGIC_MAXIMIZE)
            {
                nDamage = (12*(nCasterLevel)+60);//Damage is at max
            }
            else if (nMetaMagic == METAMAGIC_EMPOWER)
            {
                nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
            }
            //Make a Fortitude Save to avoid the effects of the movement hit.
            if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ACID, GetAreaOfEffectCreator(), fDelay))
            {
                //slowing effect
                ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget);
                // * BK: Removed this because it reduced damage, didn't make sense nDamage = d6();
            }

            //starting the grand circus of importing and converting back and forth //

                float fDamage = IntToFloat(nDamage);

                // multiplaying damage with fFactor //

                float fFactor = CalculateFactor();

                fDamage = fDamage * fFactor;

                // converting the float damage back to INT damage so we can use it again //

                int nDamage2 = FloatToInt(fDamage);

               // Done and remember to change nDamage with nDamage2 below :) //



            //Set Damage Effect with the modified damage
            eDam = EffectDamage(nDamage2, DAMAGE_TYPE_ACID);
            //Apply damage and visuals
            DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
            DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
        }
    }
}