Aschbourne_PRC8/_module/nss/nw_s1_howlstun.nss
Jaysyn904 5d27edafba Major update
Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system.  Added PC deleter.  Added ACP 4.1.  Full compile.  Updated release archive.
2024-09-16 23:40:48 -04:00

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//::///////////////////////////////////////////////
//:: Howl: Stun
//:: NW_S1_HowlStun
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
void main()
{
//if (WildMagicOverride()) { return; }
//:: Declare major variables
object oNPC = OBJECT_SELF;
object oTarget;
int nHD = GetHitDice(oNPC);
int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
int nDC = 10 +nCHAMod+ (nHD/4);
int nDuration = 1 + (nHD/4);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_STUN);
effect eHowl = EffectStunned();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC)
{
fDelay = GetDistanceToObject(oTarget)/10;
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_STUN));
//Make a saving throw check
if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC));
}
}