131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Earthquake
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| //:: X0_S0_Earthquake
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| //:: Copyright (c) 2002 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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| // Ground shakes. 1d6 damage, max 10d6
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Brent
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| //:: Created On: July 22 2002
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| //:://////////////////////////////////////////////
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| //:: Last Updated By: Andrew Nobbs May 01, 2003
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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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| 
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|     object oCaster = OBJECT_SELF;
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|     int nCasterLvl = GetCasterLevel(oCaster);
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|     int nMetaMagic = GetMetaMagicFeat();
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|     int nDamage;
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|     float fDelay;
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|     float nSize =  RADIUS_SIZE_COLOSSAL;
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|     effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
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|     effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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|     effect eDam;
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|     effect eShake = EffectVisualEffect(356);
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|     //Get the spell target location as opposed to the spell target.
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|     location lTarget = GetSpellTargetLocation();
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|     //Limit Caster level for the purposes of damage
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|     if (nCasterLvl > 40)
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|     {
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|         nCasterLvl = 40;
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|     }
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|     ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, OBJECT_SELF, RoundsToSeconds(6));
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| 
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|     //Apply epicenter explosion on caster
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|     //ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(OBJECT_SELF));
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| 
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| 
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|     //Declare the spell shape, size and the location.  Capture the first target object in the shape.
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|     object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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|     //Cycle through the targets within the spell shape until an invalid object is captured.
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|     while (GetIsObjectValid(oTarget))
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|     {
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|         if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, 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_EARTHQUAKE));
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|             //Get the distance between the explosion and the target to calculate delay
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|             fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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| // Earthquake does not allow spell resistance
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| //            if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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|             {
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|                 nDamage = ((d12(nCasterLvl))*2)+120;
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| 
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|                 // nDamage = MaximizeOrEmpower(6, nCasterLvl,  GetMetaMagicFeat());
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| 
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|                 //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. (Don't bother for caster)
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|                 if (oTarget != oCaster)
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|                 {
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|                     nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ALL);
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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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| 
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|                 //Set the damage effect
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|                 eDam = EffectDamage(nDamage2, DAMAGE_TYPE_BLUDGEONING);
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|                 // * caster can't be affected by the spell
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|                 if( (nDamage > 0) && (oTarget != oCaster))
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|                 {
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| 
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|                     // Apply effects to the currently selected target.
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|                     DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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|                     //This visual effect is applied to the target object not the location as above.  This visual effect
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|                     //represents the flame that erupts on the target not on the ground.
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|                     DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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|                 }
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|              }
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|         }
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|        //Select the next target within the spell shape.
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|        oTarget = GetNextObjectInShape(SHAPE_SPHERE, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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|     }
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| }
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| 
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| 
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| 
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| 
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| 
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