Ancordia_PRC8/_removed/x2_s2_shiftdom.nss
2024-06-14 00:06:09 -04:00

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//::///////////////////////////////////////////////
//:: Gaze: Dominate (Shifter)
//:: x2_s2_shiftdom
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: Oct, 2003
//:://////////////////////////////////////////////
/*
Patch 1.70
- ability could been wasted on mind immune target
*/
#include "x0_i0_spells"
#include "x2_inc_shifter"
void main()
{
//-------------------------------------------------------------------------
// If blinded, I am not able to use this attack
//--------------------------------------------------------------------------
if( GZCanNotUseGazeAttackCheck(OBJECT_SELF))
{
return;
}
//--------------------------------------------------------------------------
// Enforce artifical use limit on that ability
//--------------------------------------------------------------------------
/*if (ShifterDecrementGWildShapeSpellUsesLeft() <1 )
{
FloatingTextStrRefOnCreature(83576, OBJECT_SELF);
return;
}*/
//--------------------------------------------------------------------------
// Set up save DC and duration
//--------------------------------------------------------------------------
int nDuration = Random(GetAbilityModifier(ABILITY_WISDOM))+d4();
int nDC = ShifterGetSaveDC(OBJECT_SELF,SHIFTER_DC_VERY_EASY) + GetAbilityModifier(ABILITY_WISDOM);
location lTargetLocation = GetSpellTargetLocation();
effect eGaze = EffectDominated();
effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED);
effect eLink = EffectLinkEffects(eDur, eVisDur);
//Make it more useful for high-level shifters
int nBonus;
if (GetLevelByClass(CLASS_TYPE_SHIFTER) > 25) nBonus = GetLevelByClass(CLASS_TYPE_SHIFTER) - 25;
else nBonus = 0;
nDC = nDC + nBonus;
nDuration = nDuration + nBonus;
//--------------------------------------------------------------------------
// Loop through all targets in the cone, but only dominate one!
//--------------------------------------------------------------------------
object oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && spellsIsTarget(oTarget,SPELL_TARGET_SELECTIVEHOSTILE,OBJECT_SELF))
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GAZE_DOMINATE));
float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
if(!GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS, OBJECT_SELF))
{
if(!MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, OBJECT_SELF, fDelay))
{
//--------------------------------------------------------------------------
// Effects do not stack
//--------------------------------------------------------------------------
if (!GetHasSpellEffect(GetSpellId(),oTarget))
{
eGaze = GetScaledEffect(eGaze, oTarget);
eLink = EffectLinkEffects(eLink, eGaze);
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
break;
}
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}