Battledale_PRC8/_removed/x0_s0_masscamo.nss
Jaysyn904 7b9e44ebbb Initial upload
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.
2024-03-11 23:44:08 -04:00

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///::///////////////////////////////////////////////
//:: Mass Camoflage
//:: x0_s0_masscamo.nss
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
+10 hide bonus to all allies in area
*/
//:://////////////////////////////////////////////
//:: Created By: Brent Knowles
//:: Created On: July 24, 2002
//:://////////////////////////////////////////////
//:: VFX Pass By:
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
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
// * now setup benefits for allies
//Apply Impact
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
float fDelay = 0.0;
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
//Get the first target in the radius around the caster
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
{
fDelay = GetRandomDelay(0.4, 1.1);
//Fire spell cast at event for target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 454, FALSE));
DoCamoflage(oTarget);
}
//Get the next target in the specified area around the caster
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
}
}