Battledale_PRC8/_removed/nw_s1_gazeevil.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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//::///////////////////////////////////////////////
//:: Gaze: Deatroy Good
//:: NW_S1_GazeEvil
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Cone shape that affects all within the AoE if they
fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
// do the petrify gaze instead
void GazePetrify();
void main()
{
if (GetTag(OBJECT_SELF)=="jw_abyssal_soldier")
{
GazePetrify();
return;
}
//Declare major variables
int nHD = GetHitDice(OBJECT_SELF);
int nDuration = 1 + (nHD / 3);
int nDC = 10 + (nHD/2);
location lTargetLocation = GetSpellTargetLocation();
object oTarget;
effect eGaze = EffectDeath();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
if(!MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, OBJECT_SELF, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
}
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}
void GazePetrify()
{
//Declare major variables
int nHD = GetHitDice(OBJECT_SELF);
int nDuration = 1 + (nHD / 3);
int nDC = 10 + (nHD/2);
location lTargetLocation = GetSpellTargetLocation();
object oTarget;
effect eGaze = EffectPetrify();
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GAZE_DEATH));
//Determine effect delay
float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
if(!MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, OBJECT_SELF, fDelay))
{
//Apply the VFX impact and effects
//DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGaze, oTarget,60.0));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
}
}