149 lines
5.5 KiB
Plaintext
149 lines
5.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Hellball
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//:: X2_S2_HELLBALL
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Long range area of effect spell
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10d6 sonic, acid, fire and lightning damage to all
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objects in the area
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10d6 points of negative energy damage to caster
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if MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER switch
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was enabled on the module.
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This spell is supposed to hurt the caster if he
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is stupid enough to stand in the area of effect
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when all hell breaks loose. It will hurt other
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players allied with the caster as well. These
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effects are dependent on your difficulty setting
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Save is 20 + relevant ability score, or, when cast
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by a placeable, equal to the placeables WILL Save
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There is no benefit from the evasion feats here
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as the are of the spell is too large to avoid it
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*/
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//:://///////////////////////////////////////////
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//:: Created By: Andrew Noobs, Georg Zoeller
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//:: Created On: 2003-08-20
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//:://////////////////////////////////////////////
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#include "X0_I0_SPELLS"
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#include "x2_i0_spells"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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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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int nDamage1, nDamage2, nDamage3, nDamage4, nDamage6;
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float fDelay;
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effect eExplode = EffectVisualEffect(464);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eVis2 = EffectVisualEffect(VFX_IMP_ACID_L);
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effect eVis3 = EffectVisualEffect(VFX_IMP_SONIC);
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int nSpellDC = GetEpicSpellSaveDC(OBJECT_SELF);
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// if this option has been enabled, the caster will take damage for casting
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// epic spells, as descripbed in the ELHB
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if (GetModuleSwitchValue( MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER) == TRUE)
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{
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effect eCast = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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int nDamage5 = d6(10);
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effect eDam5 = EffectDamage(nDamage5, DAMAGE_TYPE_NEGATIVE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eCast, OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam5, OBJECT_SELF);
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}
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effect eDam1, eDam2, eDam3, eDam4, eDam5, eDam6, eKnock;
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eKnock= EffectKnockdown();
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location lTarget = GetSpellTargetLocation();
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 25.0f, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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int nTotalDamage;
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/25 + 0.5f;
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//Roll damage for each target
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nDamage1 = d8(20);
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nDamage2 = d8(20);
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nDamage3 = d8(20);
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nDamage4 = d8(20);
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nDamage6 = d10(30);
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// no we don't care about evasion. there is no evasion to hellball
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if (MySavingThrow(SAVING_THROW_REFLEX,oTarget,nSpellDC,SAVING_THROW_TYPE_SPELL,OBJECT_SELF,fDelay) >0)
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{
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nDamage1 /=2;
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nDamage2 /=2;
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nDamage3 /=2;
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nDamage4 /=2;
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nDamage6 /=2;
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}
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nTotalDamage = nDamage1+nDamage2+nDamage3+nDamage4;
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//Set the damage effect
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eDam1 = EffectDamage(nDamage1, DAMAGE_TYPE_ACID);
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eDam2 = EffectDamage(nDamage2, DAMAGE_TYPE_ELECTRICAL);
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eDam3 = EffectDamage(nDamage3, DAMAGE_TYPE_FIRE);
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eDam4 = EffectDamage(nDamage4, DAMAGE_TYPE_SONIC);
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eDam6 = EffectDamage(nDamage6, DAMAGE_TYPE_NEGATIVE);
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if(nTotalDamage > 0)
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{
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if (nTotalDamage > 5)
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{
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DelayCommand(fDelay+0.3f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnock, oTarget,3.0f));
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}
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam1, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam2, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam3, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam4, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam6, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay+0.2f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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DelayCommand(fDelay+0.5f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oTarget));
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}
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 25.0f, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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