75 lines
2.4 KiB
Plaintext
75 lines
2.4 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Average Frost Trap :://
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//:://////////////////////////////////////////////
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//:: NEW FROST TRAP DESIGN BY TARASHON :://
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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int bValid;
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object oTarget = GetEnteringObject();
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location lTarget = GetLocation(oTarget);
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int nDamage;
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
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effect eParal = EffectPetrify();
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effect eFreeze = EffectVisualEffect(VFX_DUR_BLUR);
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effect eLink = EffectLinkEffects(eParal, eFreeze);
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effect eDam;
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// *** DC for saves *** //
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int nSaveDC = 25;
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//Get first object in the target area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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//Cycle through the target area until all object have been targeted
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while(GetIsObjectValid(oTarget))
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Roll damage
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nDamage = d4(20);
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//Adjust the trap damage based on the feats of the target
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if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, nSaveDC, SAVING_THROW_TYPE_TRAP))
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{
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if (GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamage /= 2;
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}
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}
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else if (GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamage /= 2;
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// nDamage = 0;
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}
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else
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{
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nDamage /= 2;
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}
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if (nDamage > 0)
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{
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//Set damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
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if(!MySavingThrow(SAVING_THROW_FORT, oTarget, 25, SAVING_THROW_TYPE_TRAP))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(6));
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}
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//Apply effects to the target.
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DelayCommand(0.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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//Get next target in shape
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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}
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}
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