Alangara_PRC8/_removed/NW_S0_CLOUDKILLA.nss
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//::///////////////////////////////////////////////
//:: Cloudkill: On Enter
//:: NW_S0_CloudKillA.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All creatures with 3 or less HD die, those with
4 to 6 HD must make a save Fortitude Save or die.
Those with more than 6 HD take 1d10 Poison damage
every round.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 17, 2001
//:://////////////////////////////////////////////
#include "ke_spell_factor"
#include "X0_I0_SPELLS"
void main()
{
//Declare major variables
object oTarget = GetEnteringObject();
int nHD = GetHitDice(oTarget);
int nCasterLevel = 10;
effect eDeath = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eNeg = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eSpeed = EffectMovementSpeedDecrease(50);
effect eVis2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eSpeed, eVis2);
float fDelay= GetRandomDelay(0.5, 1.5);
effect eDam;
int nDam = (d10(nCasterLevel)+50);
int nMetaMagic = GetMetaMagicFeat();
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
int nDam = (10*(nCasterLevel)+50);
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDam = nDam + (nDam/2); //Damage/Healing is +50%
}
//starting the grand circus of importing and converting back and forth //
float fDamage = IntToFloat(nDam);
// 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 nDam2 = FloatToInt(fDamage);
// Done and remember to change nDamage with nDamage2 below :) //
eDam = EffectDamage(nDam2, DAMAGE_TYPE_ACID);
if(spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE , GetAreaOfEffectCreator()) )
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CLOUDKILL));
//Make SR Check
if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
{
//Determine spell effect based on the targets HD
if (nHD <= 3)
{
if(!GetIsImmune(oTarget, IMMUNITY_TYPE_DEATH))
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
}
}
else if (nHD >= 4 && nHD <= 6)
{
//Make a save or die
if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_DEATH, OBJECT_SELF, fDelay))
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
else
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eNeg, oTarget));
if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpeed, oTarget);
}
}
}
else
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eNeg, oTarget));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpeed, oTarget);
}
}
}
}