88 lines
3.4 KiB
Plaintext
88 lines
3.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Pulse: Negative
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//:: NW_S1_PulsDeath
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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A wave of energy emanates from the creature which affects
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all within 10ft. Damage can be reduced by half for all
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damaging variants. Undead are healed.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 14, 2000
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nDamage;
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eHowl;
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effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oNPC)
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{
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//Determine effect delay
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fDelay = GetDistanceBetween(oNPC, oTarget)/20;
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//Roll the amount to heal or damage
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nDamage = d4(nHD);
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//If the target is undead
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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//Make a faction check
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if(GetIsFriend(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE));
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//Set heal effect
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eHowl = EffectHeal(nDamage);
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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else
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{
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if(!GetIsReactionTypeFriendly(oTarget) && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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{
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE);
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//Set damage effect
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eHowl = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
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if(nDamage > 0)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY));
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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}
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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}
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}
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