Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,82 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Poison Weapon spellscript
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//:: x2_s2_poisonwp
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Spell allows to add temporary poison properties
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to a melee weapon or stack of arrows
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The exact details of the poison are loaded from
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a 2da defined in prc_x2_itemprop X2_IP_POSIONWEAPON_2DA
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taken from the row that matches the last three letters
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of GetTag(GetSpellCastItem())
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Example: if an item is given the poison weapon property
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and its tag ending on 004, the 4th row of the
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2da will be used (1d2IntDmg DC14 18 seconds)
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Rows 0 to 99 are bioware reserved
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Non Assassins have a chance of poisoning themselves
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when handling an item with this spell
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Restrictions
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... only weapons and ammo can be poisoned
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... restricted to piercing / slashing damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-05-11
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//:: Updated On: 2003-08-21
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "x2_inc_switches"
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#include "prc_ipfeat_const"
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#include "prc_class_const"
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int GetIsSlashingWeapon(object oItem)
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{
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int iWeapType = StringToInt(Get2DACache("baseitems", "WeaponType", GetBaseItemType(oItem)));
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if (iWeapType == 3 || iWeapType == 4) // slashing or slashing & piercing
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return TRUE;
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else
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return FALSE;
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}
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void main()
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{
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object oItem = GetSpellCastItem();
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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string sTag = GetTag(oItem);
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if (oTarget == OBJECT_INVALID || GetObjectType(oTarget) != OBJECT_TYPE_ITEM)
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{
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FloatingTextStrRefOnCreature(83359,oPC); //"Invalid target "
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return;
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}
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int nType = GetBaseItemType(oTarget);
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if (!GetIsSlashingWeapon(oTarget))
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{
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FloatingTextStringOnCreature("You may only target slashing melee weapons.", oPC); //"Invalid target "
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return;
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}
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float nDuration = HoursToSeconds(2);
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itemproperty ip = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_NIGHTSHADEPOISON,2);
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IPSafeAddItemProperty(oTarget, ip,nDuration,X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE,TRUE);
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IPSafeAddItemProperty(oTarget, ItemPropertyLimitUseByClass(CLASS_TYPE_NIGHTSHADE),nDuration,X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE,TRUE);
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
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FloatingTextStrRefOnCreature(83361,oPC); //"Weapon is coated with poison"
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IPSafeAddItemProperty(oTarget, ItemPropertyVisualEffect(ITEM_VISUAL_ACID),nDuration,X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE,FALSE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oTarget));
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}
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