Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
41 lines
1.3 KiB
Plaintext
41 lines
1.3 KiB
Plaintext
#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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effect eCon = EffectDisease(DISEASE_RED_SLAAD_EGGS);
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effect eTest;
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eCon = ExtraordinaryEffect(eCon);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eDis = EffectVisualEffect(VFX_IMP_DISEASE_S);
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effect eLink = EffectLinkEffects(eCon, eDur);
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eLink = EffectLinkEffects(eDis, eDur);
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//debug
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object oCreator=GetAreaOfEffectCreator();
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//AssignCommand(oCreator,SpeakString("I am the creator"));
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float fDelay;
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//Get first target in spell area
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object oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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if(GetIsPC(oTarget)||GetIsPC(GetMaster(oTarget)))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_CONTAGION));
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//Make an SR Check
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fDelay = GetRandomDelay(0.5, 2.0);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCon, oTarget));
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
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//signCommand(oTarget,SpeakString("resist passed"));
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject();
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}
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}
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