Battledale_PRC8/_removed/nw_s1_dragcold.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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//::///////////////////////////////////////////////
//:: Dragon Breath Cold
//:: NW_S1_DragCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calculates the proper damage and DC Save for the
breath weapon based on the HD of the dragon.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
int nAge = GetHitDice(OBJECT_SELF);
int nDamage, nDC, nDamStrike;
float fDelay;
object oTarget;
effect eVis, eBreath;
//custom Xyrothon script begins here
effect eVis2;
effect eVis3;
effect eVis4;
if (GetTag(OBJECT_SELF) == "frost_xyrothon") //Xyrothon
{
nDamage = d6(14);
nDC = 36;
PlayDragonBattleCry();
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
{
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Reset the damage to full
nDamStrike = nDamage;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_COLD));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_COLD, OBJECT_SELF, fDelay))
{
nDamStrike = nDamStrike/2;
if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = 0;
}
}
else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = nDamStrike/2;
}
if (nDamStrike > 0)
{
//Set Damage and VFX
eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_COLD);
eVis = EffectVisualEffect(VFX_IMP_FROST_S);
eVis2 = EffectVisualEffect(VFX_DUR_ICESKIN);
eVis3 = EffectCutsceneParalyze();
eVis4 = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
//Determine effect delay
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBreath, oTarget));
//custom part
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis3, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis4, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
}
}
//custom Xyrothon script ends here
//Use the HD of the creature to determine damage and save DC
if (nAge <= 6) //Wyrmling
{
nDamage = d6(1);
nDC = 12;
}
else if (nAge >= 7 && nAge <= 9) //Very Young
{
nDamage = d6(2);
nDC = 14;
}
else if (nAge >= 10 && nAge <= 12) //Young
{
nDamage = d6(3);
nDC = 16;
}
else if (nAge >= 13 && nAge <= 15) //Juvenile
{
nDamage = d6(4);
nDC = 18;
}
else if (nAge >= 16 && nAge <= 18) //Young Adult
{
nDamage = d6(5);
nDC = 20;
}
else if (nAge >= 19 && nAge <= 21) //Adult
{
nDamage = d6(6);
nDC = 23;
}
else if (nAge >= 22 && nAge <= 24) //Mature Adult
{
nDamage = d6(7);
nDC = 25;
}
else if (nAge >= 25 && nAge <= 27) //Old
{
nDamage = d6(8);
nDC = 27;
}
else if (nAge >= 28 && nAge <= 30) //Very Old
{
nDamage = d6(9);
nDC = 29;
}
else if (nAge >= 31 && nAge <= 33) //Ancient
{
nDamage = d6(10);
nDC = 31;
}
else if (nAge >= 34 && nAge <= 37) //Wyrm
{
nDamage = d6(11);
nDC = 33;
}
else if (nAge > 37) //Great Wyrm
{
nDamage = d6(12);
nDC = 36;
}
PlayDragonBattleCry();
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
{
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Reset the damage to full
nDamStrike = nDamage;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_COLD));
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_COLD, OBJECT_SELF, fDelay))
{
nDamStrike = nDamStrike/2;
if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = 0;
}
}
else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = nDamStrike/2;
}
if (nDamStrike > 0)
{
//Set Damage and VFX
eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_COLD);
eVis = EffectVisualEffect(VFX_IMP_FROST_S);
//Determine effect delay
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBreath, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
}
}