Initial upload
Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
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115
_removed/x0_s0_earthquake.nss
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115
_removed/x0_s0_earthquake.nss
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///::///////////////////////////////////////////////
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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 "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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object oCaster = OBJECT_SELF;
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int nCasterLvl = GetCasterLevel(oCaster);
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int nMetaMagic = GetMetaMagicFeat();
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// int nIntModifer = GetAbilityModifier(ABILITY_INTELLIGENCE, oCaster);
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// int nKnockDC = nCasterLvl + 10;
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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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effect eKnockdown=EffectKnockdown();
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// effect eLink = EffectLinkEffects(eKnockdown, eDam);
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetSpellTargetLocation();
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 10)
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{
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nCasterLvl = 10;
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}
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, OBJECT_SELF, 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, lTarget, 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 (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_EARTHQUAKE));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, 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, GetMetaMagicFeat());
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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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if (oTarget != oCaster)
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{
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ALL);
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}
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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) && (oTarget != oCaster))
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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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if ((GetObjectType(oTarget) == OBJECT_TYPE_CREATURE) && (ReflexSave(oTarget,GetSpellSaveDC(),SAVING_THROW_TYPE_CHAOS ,oCaster) == 0))
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, 12.0));
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//AssignCommand(oTarget, ActionSpeakString("DEBUG LINE : I FAILED MY SAVE!"));
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}
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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, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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