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