2024-06-14 00:06:09 -04:00

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//::///////////////////////////////////////////////
//:: Hammer of the Gods
//:: [NW_S0_HammGods.nss]
//:: Copyright (c) 2000 Bioware Corp.
//:://////////////////////////////////////////////
//:: Does 1d8 damage to all enemies within the
//:: spells 20m radius and dazes them if a
//:: Will save is failed.
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 12, 2001
//:://////////////////////////////////////////////
//:: VFX Pass By: Preston W, On: June 21, 2001
//:: Update Pass By: Preston W, On: Aug 1, 2001
#include "70_inc_spells"
#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
spellsDeclareMajorVariables();
effect eDam;
effect eDaze = EffectDazed();
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eLink = EffectLinkEffects(eMind, eDaze);
eLink = EffectLinkEffects(eLink, eDur);
effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
effect eStrike = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
float fDelay;
int nDamageDice = spell.Level/2;
if(nDamageDice < 1)
{
nDamageDice = 1;
}
//Limit caster level
if (nDamageDice > 10)
{
nDamageDice = 10;
}
int nDamage;
//Apply the holy strike VFX
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, spell.Loc);
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, spell.Loc);
while (GetIsObjectValid(oTarget))
{
//Make faction checks
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, spell.Caster))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(spell.Caster, spell.Id));
//Make SR Check
if (!MyResistSpell(spell.Caster, oTarget))
{
fDelay = GetRandomDelay(0.6, 1.3);
//Roll damage
nDamage = MaximizeOrEmpower(8,nDamageDice,spell.Meta);
//Make a will save for half damage and negation of daze effect
if (MySavingThrow(SAVING_THROW_WILL, oTarget, spell.DC, SAVING_THROW_TYPE_DIVINE, spell.Caster, 0.5))
{
nDamage = nDamage / 2;
}
else
{
//Apply daze effect
DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(d6())));
}
//Set damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE );
//Apply the VFX impact and damage effect
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in shape
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, spell.Loc);
}
}