//:://///////////////////////////////////////////// //:: Acid Fog: Heartbeat //:: NW_S0_AcidFogC.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* All creatures within the AoE take 2d6 acid damage per round and upon entering if they fail a Fort Save their movement is halved. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: May 17, 2001 //::////////////////////////////////////////////// //#include "X0_I0_SPELLS" #include "x2_inc_spellhook" #include "prc_inc_spells" void main() { int nDamage = d6(3); effect eDam; effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); object oTarget; float fDelay; eDam = EffectDamage(nDamage, DAMAGE_TYPE_ACID); //Start cycling through the AOE Object for viable targets including doors and placable objects. oTarget = GetFirstInPersistentObject(OBJECT_SELF); while(GetIsObjectValid(oTarget)) { if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, 24, SAVING_THROW_TYPE_ACID, GetAreaOfEffectCreator(), fDelay)) nDamage = d6(3); fDelay = PRCGetRandomDelay(0.4, 1.2); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); //Get next target. oTarget = GetNextInPersistentObject(OBJECT_SELF); } }