Alangara_PRC8/_removed/x1_s2_deatharrow.nss
Jaysyn904 86feb9ca6f Initial commit
Initial commit.
2024-06-05 21:21:06 -04:00

110 lines
3.9 KiB
Plaintext

//::///////////////////////////////////////////////
//:: x1_s2_deatharrow
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Seeker Arrow
- creates an arrow that automatically hits target.
- At level 4 the arrow does +2 magic damage
- at level 5 the arrow does +3 magic damage
- normal arrow damage, based on base item type
- Must have shortbow or longbow in hand.
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "X0_I0_SPELLS"
#include "prc_x2_itemprop"
#include "x2_inc_spellhook"
void main()
{
object oCaster = OBJECT_SELF;
int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oCaster);
nCasterLvl = nCasterLvl +10;
int nBonus = 0;
nBonus = ArcaneArcherCalculateBonus() ;
object oTarget = GetSpellTargetObject();
if (GetIsObjectValid(oTarget) == TRUE)
{
// *** TURNING THE DEATHARROW INTO AN OVERPOWERED BOMBARD ***
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_METEOR_SWARM);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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 fireball 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, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) == TRUE)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
//Roll damage for each target
nDamage = d8(nCasterLvl)+30;
nDamage = nDamage*3;
if ( nCasterLvl > 19 )
{
nDamage = (nDamage*3)/2;
}
if ( nCasterLvl > 29 )
{
nDamage = (nDamage*3)/2;
}
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ALL);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
if(nDamage > 0)
{
// 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, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}