133 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Hammer of the Gods
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| //:: [NW_S0_HammGods.nss]
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| //:: Copyright (c) 2000 Bioware Corp.
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| //:://////////////////////////////////////////////
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| //:: Does 1d8 damage to all enemies within the
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| //:: spells 20m radius and dazes them if a
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| //:: Will save is failed.
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| //:://////////////////////////////////////////////
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| //:: Created By: Preston Watamaniuk
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| //:: Created On: Jan 12, 2001
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| //:://////////////////////////////////////////////
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| //:: VFX Pass By: Preston W, On: June 21, 2001
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| //:: Update Pass By: Preston W, On: Aug 1, 2001
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| 
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| 
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| #include "ke_spell_factor"
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| 
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| #include "X0_I0_SPELLS"
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| #include "x2_inc_spellhook"
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| 
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| void main()
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| {
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| 
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| /*
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|   Spellcast Hook Code
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|   Added 2003-06-20 by Georg
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|   If you want to make changes to all spells,
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|   check x2_inc_spellhook.nss to find out more
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| 
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| */
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| 
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|     if (!X2PreSpellCastCode())
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|     {
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|     // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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|         return;
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|     }
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| 
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| // End of Spell Cast Hook
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| 
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| 
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|     //Declare major variables
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|     int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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|     int nMetaMagic = GetMetaMagicFeat();
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|     effect eDam;
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|     effect eDaze = EffectDazed();
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|     effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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|     effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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| 
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|     effect eLink = EffectLinkEffects(eMind, eDaze);
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|     eLink = EffectLinkEffects(eLink, eDur);
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| 
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|     effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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|     effect eStrike = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
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|     float fDelay;
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|     int nDamageDice = nCasterLvl;
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|     if(nDamageDice == 0)
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|     {
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|         nDamageDice = 1;
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|     }
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|     //Limit caster level
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|     if (nDamageDice > 40)
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|     {
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|         nDamageDice = 40;
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|     }
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|     int nDamage;
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|     //Apply the holy strike VFX
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, GetSpellTargetLocation());
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|     object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, GetSpellTargetLocation());
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|     while (GetIsObjectValid(oTarget))
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|     {
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|        //Make faction checks
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|         if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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|         {
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|             //Fire cast spell at event for the specified target
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|             SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_HAMMER_OF_THE_GODS));
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|             //Make SR Check
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|             if (!MyResistSpell(OBJECT_SELF, oTarget))
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|             {
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|                 fDelay = GetRandomDelay(0.6, 1.3);
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|                 //Roll damage
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|                 nDamage = (d8(nDamageDice))+40;
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|                 //Make metamagic checks
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|                 if (nMetaMagic == METAMAGIC_MAXIMIZE)
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|                 {
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|                     nDamage = (8*(nDamageDice))+40;
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|                 }
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|                 else if (nMetaMagic == METAMAGIC_EMPOWER)
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|                 {
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| 
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|                  nDamage = FloatToInt( IntToFloat(nDamage) * 1.5 ); //  husk smart trick !
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| 
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|                 }
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|                 //Make a will save for half damage and negation of daze effect
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|                 if (MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_DIVINE, OBJECT_SELF, 0.5))
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|                 {
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|                     nDamage = nDamage / 2;
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|                 }
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|                 else
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|                 {
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|                     //Apply daze effect
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|                     DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(d6())));
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|                 }
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| 
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|                 //starting the grand circus of importing and converting back and forth //
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| 
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|                 float fDamage = IntToFloat(nDamage);
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| 
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|                 // multiplaying damage with fFactor //
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| 
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|                 float fFactor = CalculateFactor();
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| 
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|                 fDamage = fDamage * fFactor;
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| 
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|                 // converting the float damage back to INT damage so we can use it again //
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| 
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|                 int nDamage2 = FloatToInt(fDamage);
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| 
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|                // Done and remember to change nDamage with nDamage2 below :) //
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| 
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| 
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|                 //Set damage effect
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|                 eDam = EffectDamage(nDamage2, DAMAGE_TYPE_DIVINE );
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|                 //Apply the VFX impact and damage effect
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|                 DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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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|         //Get next target in shape
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|         oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, GetSpellTargetLocation());
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|     }
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| }
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