84 lines
2.9 KiB
Plaintext
84 lines
2.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Acid Fog: On Enter
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//:: NW_S0_AcidFogA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All creatures within the AoE take 2d6 acid damage
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per round and upon entering if they fail a Fort Save
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their movement is halved.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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#include "ke_spell_factor"
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#include "X0_I0_SPELLS"
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void main()
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{
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//Declare major variables
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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int nCasterLevel = 12;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eSlow = EffectMovementSpeedDecrease(50);
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object oTarget = GetEnteringObject();
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float fDelay = GetRandomDelay(1.0, 2.2);
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_ACID_FOG));
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//Spell resistance check
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if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
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{
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//Roll Damage
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//Enter Metamagic conditions
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nDamage = (d12(nCasterLevel)+60);
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = (12*(nCasterLevel)+60);//Damage is at max
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}
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else if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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//Make a Fortitude Save to avoid the effects of the movement hit.
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if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ACID, GetAreaOfEffectCreator(), fDelay))
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{
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//slowing effect
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget);
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// * BK: Removed this because it reduced damage, didn't make sense nDamage = d6();
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}
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//starting the grand circus of importing and converting back and forth //
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float fDamage = IntToFloat(nDamage);
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// multiplaying damage with fFactor //
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float fFactor = CalculateFactor();
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fDamage = fDamage * fFactor;
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// converting the float damage back to INT damage so we can use it again //
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int nDamage2 = FloatToInt(fDamage);
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// Done and remember to change nDamage with nDamage2 below :) //
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//Set Damage Effect with the modified damage
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eDam = EffectDamage(nDamage2, DAMAGE_TYPE_ACID);
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//Apply damage and visuals
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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}
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}
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