Alangara_PRC8/_removed/NW_S0_HORRWILT.nss
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//::///////////////////////////////////////////////
//:: Horrid Wilting
//:: NW_S0_HorrWilt
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All living creatures (not undead or constructs)
suffer 1d8 damage per caster level to a maximum
of 25d8 damage.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Sept 12 , 2001
//:://////////////////////////////////////////////
#include "ke_spell_factor"
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"
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 oCaster = OBJECT_SELF;
int nCasterLvl = GetCasterLevel(oCaster);
int nMetaMagic = GetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_HORRID_WILTING);
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetSpellTargetLocation();
//Limit Caster level for the purposes of damage
if (nCasterLvl > 40)
{
nCasterLvl = 40;
}
//Apply the horrid wilting 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_GARGANTUAN, lTarget);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
// GZ: Not much fun if the caster is always killing himself
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_HORRID_WILTING));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetRandomDelay(1.5, 2.5);
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
if(GetRacialType(oTarget) != RACIAL_TYPE_CONSTRUCT && GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
//Roll damage for each target
nDamage = (((d10(nCasterLvl))*2)+100);
//Resolve metamagic
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = (((10*(nCasterLvl))*2)+100);
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDamage = nDamage + nDamage / 2;
}
if(/*Fort Save*/ MySavingThrow(SAVING_THROW_FORT, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay))
{
nDamage = nDamage/2;
}
//starting the grand circus of importing and converting back and forth //
float fDamage = IntToFloat(nDamage);
// 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 nDamage2 = FloatToInt(fDamage);
// Done and remember to change nDamage with nDamage2 below :) //
//Set the damage effect
eDam = EffectDamage(nDamage2, DAMAGE_TYPE_MAGICAL);
// 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_GARGANTUAN, lTarget);
}
}