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130
_removed/nw_s0_negburst.nss
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130
_removed/nw_s0_negburst.nss
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//::///////////////////////////////////////////////
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//:: Negative Energy Burst
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//:: NW_S0_NegBurst
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The caster releases a burst of negative energy
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at a specified point doing 1d8 + 1 / level
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negative energy damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 13, 2001
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//:://////////////////////////////////////////////
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#include "X0_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLvl = GetCasterLevel(oCaster);
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_LOS_EVIL_20); //Replace with Negative Pulse
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eDam, eHeal;
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int nStr = nCasterLvl / 4;
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if (nStr == 0)
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{
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nStr = 1;
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}
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nStr);
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effect eStr_Low = EffectAbilityDecrease(ABILITY_STRENGTH, nStr);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eGood = EffectLinkEffects(eStr, eDur);
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effect eBad = EffectLinkEffects(eStr_Low, eDur2);
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetSpellTargetLocation();
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//Apply the explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Roll damage for each target
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nDamage = d8() + nCasterLvl;
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//Resolve metamagic
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = 8 + nCasterLvl;
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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);
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}
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if(MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE, OBJECT_SELF, fDelay))
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{
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nDamage /= 2;
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}
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// * any undead should be healed, not just Friendlies
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// if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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if ((GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)||(GetSubRace(oTarget)=="Vampire"))
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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_NEGATIVE_ENERGY_BURST, FALSE));
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//Set the heal effect
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eHeal = EffectHeal(nDamage);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGood, oTarget));
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}
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else
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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{
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if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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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_NEGATIVE_ENERGY_BURST));
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBad, oTarget));
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}
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}
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}
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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}
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}
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