Added "removed" folder
This commit is contained in:
79
_removed/x2_s0_icedagg.nss
Normal file
79
_removed/x2_s0_icedagg.nss
Normal file
@@ -0,0 +1,79 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Ice Dagger
|
||||
//:: X2_S0_IceDagg
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
// You create a dagger shapped piece of ice that
|
||||
// flies toward the target and deals 1d4 points of
|
||||
// cold damage per level (maximum od 5d4)
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Andrew Nobbs
|
||||
//:: Created On: Nov 25 , 2002
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Last Updated By: Andrew Nobbs, 02/06/2003
|
||||
/*
|
||||
Patch 1.70
|
||||
|
||||
- removed delay from VFX and effect applications
|
||||
*/
|
||||
#include "70_inc_spells"
|
||||
#include "x0_i0_spells"
|
||||
#include "x2_inc_spellhook"
|
||||
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
Spellcast Hook Code
|
||||
Added 2003-07-07 by Georg Zoeller
|
||||
If you want to make changes to all spells,
|
||||
check x2_inc_spellhook.nss to find out more
|
||||
|
||||
*/
|
||||
|
||||
if (!X2PreSpellCastCode())
|
||||
{
|
||||
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
|
||||
return;
|
||||
}
|
||||
|
||||
// End of Spell Cast Hook
|
||||
|
||||
//Declare major variables
|
||||
spellsDeclareMajorVariables();
|
||||
int nCasterLvl = spell.Level;
|
||||
int nDamage;
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
|
||||
effect eDam;
|
||||
|
||||
//Limit Caster level for the purposes of damage
|
||||
if (nCasterLvl > 5)
|
||||
{
|
||||
nCasterLvl = 5;
|
||||
}
|
||||
if(spellsIsTarget(spell.Target, SPELL_TARGET_SINGLETARGET, spell.Caster))
|
||||
{
|
||||
//Fire cast spell at event for the specified target
|
||||
SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id));
|
||||
//Get the distance between the explosion and the target to calculate delay
|
||||
// fDelay = GetDistanceBetweenLocations(spell.Loc, GetLocation(spell.Target))/20;//there shouldn't be delay
|
||||
if (!MyResistSpell(spell.Caster, spell.Target))
|
||||
{
|
||||
//Roll damage for each target
|
||||
nDamage = MaximizeOrEmpower(4,nCasterLvl,spell.Meta,2);
|
||||
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
|
||||
nDamage = GetReflexAdjustedDamage(nDamage, spell.Target, spell.DC, SAVING_THROW_TYPE_COLD, spell.Caster);
|
||||
//Set the damage effect
|
||||
eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
|
||||
if(nDamage > 0)
|
||||
{
|
||||
// Apply effects to the currently selected target.
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, spell.Target);
|
||||
//This visual effect is applied to the target object not the location as above. This visual effect
|
||||
//represents the flame that erupts on the target not on the ground.
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, spell.Target);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user