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

85 lines
2.6 KiB
Plaintext

//::///////////////////////////////////////////////
//:: Battletide
//:: X2_S0_BattTide
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
You create an aura that steals energy from your
enemies. Your enemies suffer a -2 circumstance
penalty on saves, attack rolls, and damage rolls,
once entering the aura. On casting, you gain a
+2 circumstance bonus to your saves, attack rolls,
and damage rolls.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Dec 04, 2002
//:://////////////////////////////////////////////
//:: Last Updated By: Andrew Nobbs 06/06/03
/*
Patch 1.71, fix by Shadoow
- disabled aura stacking
- moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others,
thats module-related)
*/
#include "70_inc_spells"
#include "x2_i0_spells"
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-07-07 by Georg Zoeller
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 eAOE = EffectAreaOfEffect(AOE_MOB_TIDE_OF_BATTLE);
effect eVis = EffectVisualEffect(VFX_IMP_AURA_UNEARTHLY);
effect eVis2 = EffectVisualEffect(VFX_IMP_HOLY_AID);
effect eSaves = EffectSavingThrowIncrease(SAVING_THROW_ALL,2);
effect eAttack = EffectAttackIncrease(2);
effect eDamage = EffectDamageIncrease(2,DAMAGE_TYPE_MAGICAL);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
//Link the effects
effect eLink = EffectLinkEffects(eAttack,eDamage);
eLink = EffectLinkEffects(eLink,eSaves);
eLink = EffectLinkEffects(eLink,eDur);
eLink = EffectLinkEffects(eLink,eVis);
eLink = EffectLinkEffects(eLink,eAOE);
int nDuration = spell.Level;
//Make metamagic check for extend
if(spell.Meta == METAMAGIC_EXTEND)
{
nDuration = nDuration *2; //Duration is +100%
}
//prevent stacking
RemoveEffectsFromSpell(spell.Target, spell.Id);
//Apply the VFX impact and linked effects
SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id, FALSE));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, spell.Target);
//Create the AOE object at the selected location
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, spell.Target, RoundsToSeconds(nDuration));
spellsSetupNewAOE("VFX_MOB_BATTLETIDE");
}