PoA_PRC8/_module/_removed files/nw_s0_implosion.nss
Jaysyn904 151d074880 Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
2022-10-10 10:39:34 -04:00

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//::///////////////////////////////////////////////
//:: Implosion
//:: NW_S0_Implosion.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All persons within a 5ft radius of the spell must
save at +3 DC or die.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: April 13, 2001
//:://////////////////////////////////////////////
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"
#include "epicdc_inc"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
object oTarget;
effect eDeath = EffectDeath(TRUE);
effect eEffect;
int nCasterLvl = GetCasterLevel(OBJECT_SELF);
int nMult = d6(1);
int nTotalDmg = nMult * nCasterLvl;
eDeath = SupernaturalEffect(eDeath);
effect eImplode= EffectVisualEffect(VFX_FNF_IMPLOSION);
float fDelay;
//Apply the implose effect
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImplode, GetSpellTargetLocation());
//Get the first target in the shape
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetSpellTargetLocation());
while (GetIsObjectValid(oTarget))
{
if (oTarget != OBJECT_SELF && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_IMPLOSION));
fDelay = GetRandomDelay(0.4, 1.2);
//Make SR check
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
//Make Reflex save
if(!MySavingThrow(SAVING_THROW_FORT, oTarget, GetEpicSpellSaveDC(), SAVING_THROW_TYPE_DEATH, OBJECT_SELF, fDelay))
{
//Apply death effect and the VFX impact
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
}
//Apply Damage If spell is not resisted by magic...
eEffect = EffectDamage(nTotalDmg, DAMAGE_TYPE_DIVINE, DAMAGE_POWER_ENERGY);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0f);
}
}
//Get next target in the shape
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetSpellTargetLocation());
}
}