39 lines
1.4 KiB
Plaintext
39 lines
1.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Example Spell
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//:: NW_SX_Example.nss
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//:: Copyright (c) 2025 User Project
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//::///////////////////////////////////////////////
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/*
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TODO: Describe spell effect here
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(e.g., "Deals XdY [TYPE] damage to all targets in a [SHAPE] area.")
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*/
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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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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_[TO_BE_DEFINED]); // e.g., EVOCATION, DIVINATION
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if (!X2PreSpellCastCode())
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{
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return;
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}
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// End of Spell Cast Hook
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// Declare major variables
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object oCaster = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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// TODO: Define spell-specific variables here (e.g., damage types, skill boosts)
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// TODO: Implement spell logic here, using examples from nw_s0_icestorm.nss and nw_s0_identify.nss as guides
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// ...
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// Example Placeholder for Visual and Damage Effects
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effect eExampleVis = EffectVisualEffect(VFX_[TO_BE_DEFINED]); // Choose appropriate VFX
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effect eExampleDam = PRCEffectDamage(OBJECT_TARGET, [DAMAGE_VALUE], [DAMAGE_TYPE]);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eExampleVis, OBJECT_TARGET);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eExampleDam, OBJECT_TARGET);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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} |