Battledale_PRC8/_module/nss/jw_wisplichen_us.nss
Jaysyn904 7b9e44ebbb 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.
2024-03-11 23:44:08 -04:00

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#include "jw_tiles_inc"
void main()
{
int nEvent = GetUserDefinedEventNumber();
if (nEvent == 50)
{
SpeakString("*The fungus reacts to your presence*");
///// Do the spell effect
//Declare major variables
object oCaster = OBJECT_SELF;
effect eExplode = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_GREASE);
effect eEffect = EffectVisualEffect(VFX_IMP_FROST_L);
effect eMirv = EffectVisualEffect(VFX_IMP_MIRV_ELECTRIC);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEUTRAL);
effect eConfusion = EffectSlow();
effect eLink=EffectLinkEffects(eCessate,eConfusion);
effect eDur=EffectVisualEffect(VFX_DUR_ICESKIN);
eLink=EffectLinkEffects(eDur,eLink);
eLink=ExtraordinaryEffect(eLink);
effect eIce=EffectVisualEffect(426); // Could possibly be an ice effect
float fDelay;
float fDist;
int nSave;
float fDuration;
object oTile;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if (!GetIsFriend(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SLOW));
// Do the Mirv
ApplyEffectToObject(DURATION_TYPE_INSTANT, eMirv, oTarget);
/////Get the distance between the explosion and the target to calculate delay
// * recalculate appropriate distances
fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
fDelay = fDist/(3.0 * log(fDist) + 2.0);
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nSave = ReflexSave(oTarget,18,SAVING_THROW_TYPE_COLD);
//Set the damage effect
/// Apply the icy ground
DelayCommand(fDelay,(JWChangeoneAreaGroundTileOnly(GetLocation(oTarget),426)));
if(nSave == 0)
{
// choose a duration
fDuration=RoundsToSeconds(d6(2)+6);
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,fDuration));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}