85 lines
2.6 KiB
Plaintext
85 lines
2.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Battletide
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//:: X2_S0_BattTide
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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You create an aura that steals energy from your
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enemies. Your enemies suffer a -2 circumstance
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penalty on saves, attack rolls, and damage rolls,
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once entering the aura. On casting, you gain a
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+2 circumstance bonus to your saves, attack rolls,
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and damage rolls.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Dec 04, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs 06/06/03
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/*
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Patch 1.71, fix by Shadoow
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- disabled aura stacking
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- moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others,
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thats module-related)
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*/
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#include "70_inc_spells"
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#include "x2_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 2003-07-07 by Georg Zoeller
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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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effect eAOE = EffectAreaOfEffect(AOE_MOB_TIDE_OF_BATTLE);
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effect eVis = EffectVisualEffect(VFX_IMP_AURA_UNEARTHLY);
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effect eVis2 = EffectVisualEffect(VFX_IMP_HOLY_AID);
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effect eSaves = EffectSavingThrowIncrease(SAVING_THROW_ALL,2);
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effect eAttack = EffectAttackIncrease(2);
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effect eDamage = EffectDamageIncrease(2,DAMAGE_TYPE_MAGICAL);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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//Link the effects
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effect eLink = EffectLinkEffects(eAttack,eDamage);
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eLink = EffectLinkEffects(eLink,eSaves);
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eLink = EffectLinkEffects(eLink,eDur);
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eLink = EffectLinkEffects(eLink,eVis);
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eLink = EffectLinkEffects(eLink,eAOE);
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int nDuration = spell.Level;
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//Make metamagic check for extend
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if(spell.Meta == METAMAGIC_EXTEND)
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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//prevent stacking
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RemoveEffectsFromSpell(spell.Target, spell.Id);
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//Apply the VFX impact and linked effects
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SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id, FALSE));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, spell.Target);
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//Create the AOE object at the selected location
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, spell.Target, RoundsToSeconds(nDuration));
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spellsSetupNewAOE("VFX_MOB_BATTLETIDE");
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}
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