//:://///////////////////////////////////////////// //:: Greater Ruin //:: X2_S2_Ruin //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* // The caster deals 35d6 damage to a single target fort save for half damage */ //::////////////////////////////////////////////// //:: Created By: Andrew Nobbs //:: Created On: Nov 18, 2002 //::////////////////////////////////////////////// #include "ke_spell_factor" #include "x2_I0_SPELLS" #include "x2_inc_spellhook" #include "x0_I0_SPELLS" 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 = GetSpellTargetObject(); float fDist = GetDistanceBetween(OBJECT_SELF, oTarget); float fDelay = fDist/(3.0 * log(fDist) + 2.0); int nSpellDC = GetEpicSpellSaveDC(OBJECT_SELF); if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId())); //Roll damage int nDam = d6(80); //Set damage effect if (MySavingThrow(SAVING_THROW_FORT,oTarget,nSpellDC,SAVING_THROW_TYPE_SPELL,OBJECT_SELF) != 0 ) { nDam /=1; } //starting the grand circus of importing and converting back and forth // float fDamage = IntToFloat(nDam); // multiplaying damage with fFactor // float fFactor = CalculateFactor(); fDamage = fDamage * fFactor; // converting the float damage back to INT damage so we can use it again // int nDam2 = FloatToInt(fDamage); // Done and remember to change nDamage with nDamage2 below :) // effect eDam = EffectDamage(nDam2, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY); ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); } }