AOC_PRC8/_module/nss/b_balordeth1.nss
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//::///////////////////////////////////////////////
//:: Balor On Death
//:: NW_S3_BALORDETH
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Fireball explosion does 50 damage to all within
20ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 9, 2002
//::////////////////////////////////Kamaji / Shiva [Challenge]
#include "prc_inc_spells"
#include "prc_add_spell_dc"
#include "spawner"
#include "x0_i0_petrify"
#include "poolrestore"
#include "loot"
#include "rank"
void main()
{
object oPC = GetLastKiller();
object oMod = GetModule();
int oChest;
int oExploit = GetLocalInt(oMod, "xcheck");
int nInt1=GetLocalInt(oMod, "d2");
int nInt2=GetLocalInt(oMod, "d1");
int nInt3=GetLocalInt(oMod, "d3");
int nInt4=GetLocalInt(oMod, "d2a");
int nInt5=GetLocalInt(oMod, "d5");
int nInt6=GetLocalInt(oMod, "d4");
int oKil = GetLocalInt(oPC, "iKilled");
int iMode = GetLocalInt(oMod, "gamemode");
object oP1 = GetObjectByTag("pool1");
object oP2 = GetObjectByTag("pool2");
object oP3 = GetObjectByTag("fountain1");
object oP4 = GetObjectByTag("fountain2");
object oLever1 = GetObjectByTag("pool_lever");
object oLever2 = GetObjectByTag("fount_lever");
object oSpawner = GetObjectByTag("spawner");
effect eEffect = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
SetLocalInt(oMod, "sw_mb", 0);
SetLocalInt(oMod, "ch_mb", 0);
if (oExploit!=1)
{
LastHit();
oKil = oKil +1;
SetLocalInt(oPC, "iKilled", oKil);
if (nInt2==1)
{
QuickRestore(oPC);
DelayCommand(2.0, FloatingTextStringOnCreature("W I N N E R", oPC));
AssignCommand(oSpawner, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE));
SetLocalInt(oPC, "marilithdead", 1);
oKil = oKil +1;
SetLocalInt(oPC, "iKilled", oKil);
SetLocked(GetObjectByTag("arena_gate"), FALSE);
SetLocalInt(oMod, "challenge",0);
if (iMode==1)
{AddJournalQuestEntry("boss2_0", 1, oPC, FALSE, FALSE);}
else{AddJournalQuestEntry("boss2", 1, oPC, FALSE, FALSE);}
SetLocalInt(oMod, "d1_complete", 1);
SetLocalInt(oPC, "cutscene_on", 1);
SetLocalInt(oMod, "cutscene_flag", 0);
return;
}
if ((nInt1==1)||(nInt4==1)||(nInt5==1)||(nInt6==1)||(nInt3==1))
{
if (oExploit!=1)
{
int oGameMode = GetLocalInt(oMod, "gamemode");
if (oGameMode==1)
{
DelayCommand( 9.8, spawner (oPC, "boss002", 0));
}
else
{
DelayCommand( 9.8, spawner (oPC, "boss1", 0));
}
GetRank(oPC);
DeathStats(oPC);
if ((nInt3!=1)&&(nInt5!=1)&&(nInt6!=1))
{BattleRest(oPC);}
DoEffect(9.8,VFX_FNF_PWKILL, "monster_wp");
}
}
}
//Declare major variables
object oCaster = OBJECT_SELF;
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
//Limit Caster level for the purposes of damage
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(50, oTarget, PRCGetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
}
}