94 lines
3.7 KiB
Plaintext
94 lines
3.7 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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#include "70_inc_spells"
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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void main()
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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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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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// End of Spell Cast Hook
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//Declare major variables
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spellsDeclareMajorVariables();
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int nCasterLvl = spell.Level;
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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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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 20)
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{
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nCasterLvl = 20;
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}
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, spell.Caster, RoundsToSeconds(6));
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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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//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, spell.Loc, 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 (oTarget != spell.Caster && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, spell.Caster))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(spell.Caster, spell.Id));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(spell.Loc, 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 = MaximizeOrEmpower(6, nCasterLvl, spell.Meta);
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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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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, spell.DC, SAVING_THROW_TYPE_NONE, spell.Caster);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
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// * caster can't be affected by the spell
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if(nDamage > 0)
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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, spell.Loc, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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