Ancordia_PRC8/_removed/x0_s0_earthquake.nss
2024-06-14 00:06:09 -04:00

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//::///////////////////////////////////////////////
//:: Earthquake
//:: X0_S0_Earthquake
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
// Ground shakes. 1d6 damage, max 10d6
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: July 22 2002
//:://////////////////////////////////////////////
//:: Last Updated By: Andrew Nobbs May 01, 2003
#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();
int nCasterLvl = spell.Level;
int nDamage;
float fDelay;
float nSize = RADIUS_SIZE_COLOSSAL;
effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
effect eDam;
effect eShake = EffectVisualEffect(356);
//Limit Caster level for the purposes of damage
if (nCasterLvl > 20)
{
nCasterLvl = 20;
}
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, spell.Caster, RoundsToSeconds(6));
//Apply epicenter explosion on caster
//ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(OBJECT_SELF));
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, nSize, spell.Loc, 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 (oTarget != spell.Caster && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, spell.Caster))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(spell.Caster, spell.Id));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(spell.Loc, GetLocation(oTarget))/20;
// Earthquake does not allow spell resistance
// if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
// {
nDamage = MaximizeOrEmpower(6, nCasterLvl, spell.Meta);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. (Don't bother for caster)
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, spell.DC, SAVING_THROW_TYPE_NONE, spell.Caster);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
// * caster can't be affected by the spell
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, nSize, spell.Loc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}