94 lines
3.0 KiB
Plaintext
94 lines
3.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Cloudkill: Heartbeat
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//:: NW_S0_CloudKillC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All creatures with 3 or less HD die, those with
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4 to 6 HD must make a save Fortitude Save or die.
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Those with more than 6 HD take 1d10 Poison damage
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every round.
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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 nCasterLevel = 10;
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int nDamage = (d10(nCasterLevel)+50)/2;
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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object oTarget;
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float fDelay;
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = (10*(nCasterLevel)+50)/2;//Damage is at max
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}
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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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//--------------------------------------------------------------------------
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// GZ 2003-Oct-15
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// When the caster is no longer there, all functions calling
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// GetAreaOfEffectCreator will fail. Its better to remove the barrier then
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//--------------------------------------------------------------------------
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if (!GetIsObjectValid(GetAreaOfEffectCreator()))
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{
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DestroyObject(OBJECT_SELF);
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return;
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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
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eDam = EffectDamage(nDamage2, DAMAGE_TYPE_ACID);
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//Get the first object in the persistant AOE
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oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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fDelay = GetRandomDelay();
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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 specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CLOUDKILL));
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if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
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{
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//Apply VFX impact and damage
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get the next target in the AOE
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oTarget = GetNextInPersistentObject();
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}
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}
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