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.
193 lines
6.2 KiB
Plaintext
193 lines
6.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Dragon Breath Cold
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//:: NW_S1_DragCold
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calculates the proper damage and DC Save for the
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breath weapon based on the HD of the dragon.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 9, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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int nAge = GetHitDice(OBJECT_SELF);
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int nDamage, nDC, nDamStrike;
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float fDelay;
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object oTarget;
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effect eVis, eBreath;
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//custom Xyrothon script begins here
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effect eVis2;
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effect eVis3;
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effect eVis4;
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if (GetTag(OBJECT_SELF) == "frost_xyrothon") //Xyrothon
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{
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nDamage = d6(14);
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nDC = 36;
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PlayDragonBattleCry();
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
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{
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Reset the damage to full
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nDamStrike = nDamage;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_COLD));
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_COLD, OBJECT_SELF, fDelay))
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{
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nDamStrike = nDamStrike/2;
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if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = 0;
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}
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}
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else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = nDamStrike/2;
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}
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if (nDamStrike > 0)
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{
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//Set Damage and VFX
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eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_COLD);
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eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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eVis2 = EffectVisualEffect(VFX_DUR_ICESKIN);
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eVis3 = EffectCutsceneParalyze();
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eVis4 = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
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//Determine effect delay
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBreath, oTarget));
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//custom part
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis3, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis4, oTarget));
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
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}
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}
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//custom Xyrothon script ends here
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//Use the HD of the creature to determine damage and save DC
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if (nAge <= 6) //Wyrmling
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{
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nDamage = d6(1);
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nDC = 12;
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}
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else if (nAge >= 7 && nAge <= 9) //Very Young
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{
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nDamage = d6(2);
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nDC = 14;
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}
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else if (nAge >= 10 && nAge <= 12) //Young
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{
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nDamage = d6(3);
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nDC = 16;
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}
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else if (nAge >= 13 && nAge <= 15) //Juvenile
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{
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nDamage = d6(4);
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nDC = 18;
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}
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else if (nAge >= 16 && nAge <= 18) //Young Adult
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{
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nDamage = d6(5);
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nDC = 20;
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}
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else if (nAge >= 19 && nAge <= 21) //Adult
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{
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nDamage = d6(6);
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nDC = 23;
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}
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else if (nAge >= 22 && nAge <= 24) //Mature Adult
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{
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nDamage = d6(7);
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nDC = 25;
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}
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else if (nAge >= 25 && nAge <= 27) //Old
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{
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nDamage = d6(8);
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nDC = 27;
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}
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else if (nAge >= 28 && nAge <= 30) //Very Old
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{
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nDamage = d6(9);
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nDC = 29;
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}
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else if (nAge >= 31 && nAge <= 33) //Ancient
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{
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nDamage = d6(10);
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nDC = 31;
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}
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else if (nAge >= 34 && nAge <= 37) //Wyrm
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{
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nDamage = d6(11);
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nDC = 33;
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}
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else if (nAge > 37) //Great Wyrm
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{
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nDamage = d6(12);
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nDC = 36;
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}
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PlayDragonBattleCry();
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
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{
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Reset the damage to full
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nDamStrike = nDamage;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_COLD));
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_COLD, OBJECT_SELF, fDelay))
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{
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nDamStrike = nDamStrike/2;
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if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = 0;
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}
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}
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else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = nDamStrike/2;
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}
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if (nDamStrike > 0)
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{
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//Set Damage and VFX
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eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_COLD);
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eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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//Determine effect delay
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBreath, oTarget));
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
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}
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}
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