59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
float fRadius = RADIUS_SIZE_MEDIUM;
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int nDC = 22;
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int nDice = 2;
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int nDamageRounds = 4;
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int nACPenalty = 1;
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int nACPenaltyHeavy = 2;
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float fACPenaltyDuration = RoundsToSeconds(5);
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int nTargetVisualFail = VFX_IMP_ACID_L;
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int nTargetVisualSuccess = VFX_IMP_ACID_S;
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int nTargetVisualTick = VFX_IMP_ACID_S;
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int nImpactVisual = VFX_FNF_LOS_NORMAL_20;
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void ApplyDamage(object oTarget)
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{
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int nDamage = d6(nDice);
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effect eDamage = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
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effect eVisual = EffectVisualEffect(nTargetVisualFail);
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eDamage = EffectLinkEffects(eVisual, eDamage);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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}
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void main()
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{
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location lTargetLocation = GetItemActivatedTargetLocation();
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, fRadius,
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lTargetLocation, TRUE);
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while(oTarget != OBJECT_INVALID)
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{
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int nSave = ReflexSave(oTarget, nDC, SAVING_THROW_TYPE_ACID);
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if(nSave == 0)
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{
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int i;
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for(i = 0; i < nDamageRounds; ++i)
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{
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float fDelay = IntToFloat(i + 1) * RoundsToSeconds(1);
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DelayCommand(fDelay, ApplyDamage(oTarget));
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}
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}
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int nPenalty = nACPenalty;
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
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if(GetItemACValue(oArmor) > 5)
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{
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nPenalty = nACPenaltyHeavy;
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}
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effect eACPenalty = EffectACDecrease(nPenalty,
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AC_ARMOUR_ENCHANTMENT_BONUS);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eACPenalty, oTarget,
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fACPenaltyDuration);
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, fRadius,
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lTargetLocation, TRUE);
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}
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effect eVisual = EffectVisualEffect(nImpactVisual);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisual, lTargetLocation);
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}
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