Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
71 lines
2.9 KiB
Plaintext
71 lines
2.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Acid Fog: On Enter
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//:: NW_S0_AcidFogA.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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//:: modified by mr_bumpkin Dec 4, 2003
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eSlow = EffectMovementSpeedDecrease(50);
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float fDelay = PRCGetRandomDelay(1.0, 2.2);
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int nPenetr = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level") + SPGetPenetr(oCaster);
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_ACID_FOG));
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//Spell resistance check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Roll Damage
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//Enter Metamagic conditions
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int nDamage = d6(2);
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if (nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 12;//Damage is at max
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if (nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_ACID_FOG, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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nDamage += 2;
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nDamage += SpellDamagePerDice(oCaster, 2);
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//Make a Fortitude Save to avoid the effects of the movement hit.
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,oCaster)), SAVING_THROW_TYPE_ACID, oCaster, fDelay))
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{
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//slowing effect
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eSlow, oTarget,0.0f,FALSE);
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// * BK: Removed this because it reduced damage, didn't make sense nDamage = d6();
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}
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//Set Damage Effect with the modified damage
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effect eDam = PRCEffectDamage(oTarget, nDamage, GetLocalInt(OBJECT_SELF, "Acid_Fog_Damage"));
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//Apply damage and visuals
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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PRCBonusDamage(oTarget);
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}
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}
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PRCSetSchool();
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}
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