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