Files
PRC8/nwn/nwnprc/trunk/spells/nw_s1_pulsdis.nss
Jaysyn904 68ca3a56ca 2026/01/22 Update 2
Mechanatrixes always fail saves vs elecricity.
Incorporated most creature ability scripts into the PRC8 & updated them to use PRCEffect(), SPApplyEffectToObject(), etc.
Updated prc_inc_breath to use PRCEffectDamage()
Updated several spell scripts to use PRCEffectDamage().
2026-01-23 00:03:47 -05:00

74 lines
2.5 KiB
Plaintext

//::///////////////////////////////////////////////
//:: Pulse: Disease
//:: NW_S1_PulsDis
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A wave of disease spreads out from the creature
and infects all those within 10ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Aug 14, 2000
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
//Declare major variables
int nDamage = d6(GetHitDice(OBJECT_SELF));
int nRacial = MyPRCGetRacialType(OBJECT_SELF);
int nDisease;
float fDelay;
effect eDisease;
effect ePulse = EffectVisualEffect(266);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, ePulse, GetLocation(OBJECT_SELF));
//Determine the disease type based on the Racial Type
switch (nRacial)
{
case RACIAL_TYPE_VERMIN:
nDisease = DISEASE_VERMIN_MADNESS;
break;
case RACIAL_TYPE_UNDEAD:
nDisease = DISEASE_FILTH_FEVER;
break;
case RACIAL_TYPE_OUTSIDER:
nDisease = DISEASE_DEMON_FEVER;
break;
case RACIAL_TYPE_MAGICAL_BEAST:
nDisease = DISEASE_SOLDIER_SHAKES;
break;
case RACIAL_TYPE_ABERRATION:
nDisease = DISEASE_BLINDING_SICKNESS;
break;
default:
nDisease = DISEASE_MINDFIRE;
break;
}
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DISEASE));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
eDisease = EffectDisease(nDisease);
//Apply the VFX impact and effects
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
}
}