Battledale_PRC8/_removed/nw_s1_howldaze.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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//::///////////////////////////////////////////////
//:: Howl: Daze
//:: NW_S1_HowlDaze
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A howl emanates from the creature which affects
all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void bombard(object oTarget)
{
object oRock;
int nIdx;
int nDamage;
location lLoc=GetLocation(oTarget);
for (nIdx=1;nIdx<=3;nIdx++)
{
oRock=CreateObject(OBJECT_TYPE_PLACEABLE,"jw_smash_boulder",lLoc,TRUE);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(TRUE,FALSE),oRock);
if (!ScrollResist(OBJECT_SELF, oTarget))
{
nDamage=d8(4);
if (ReflexSave(oTarget,22,SAVING_THROW_TYPE_SPELL)!=0)
{
nDamage=nDamage/2;
}
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(nDamage,DAMAGE_TYPE_BLUDGEONING,DAMAGE_POWER_PLUS_FOUR),oTarget);
AssignCommand(oTarget,PlayVoiceChat(VOICE_CHAT_PAIN2));
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_HEAD_NATURE),oTarget);
}
}
}
void earthhowl()
{
//Declare major variables
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
float fDelay;
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != OBJECT_SELF)
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_HOWL_DEATH));
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
//Apply the VFX impact and effects
DelayCommand(fDelay, bombard(oTarget));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
}
}
void revenhowl()
{
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD);
//DEBUG
PlayVoiceChat(VOICE_CHAT_THREATEN);
float fDelay;
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF),FALSE,OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if(GetTag(oTarget)=="jw_und_spear")
{
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
DelayCommand(fDelay, SignalEvent(oTarget,EventUserDefined(50)));
//DelayCommand(fDelay, CreateObject(OBJECT_TYPE_CREATURE,"jw_und_spear_sk",lLoc));
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF),FALSE,OBJECT_TYPE_PLACEABLE);
}
}
void main()
{
if (GetTag(OBJECT_SELF)=="jw_revenancer")
{
revenhowl();
return;
}
if (GetTag(OBJECT_SELF)=="jw_earth_nasty")
{
earthhowl();
return;
}
//Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
effect eHowl = EffectDazed();
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
effect eLink = EffectLinkEffects(eHowl, eDur);
eLink = EffectLinkEffects(eLink, eDur2);
float fDelay;
int nHD = GetHitDice(OBJECT_SELF);
int nDC = 10 + (nHD/4);
int nDuration = 1 + (nHD/4);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
//Get first target in spell area
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != OBJECT_SELF)
{
nDuration = GetScaledDuration(nDuration , oTarget);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_HOWL_DAZE));
fDelay = GetDistanceToObject(oTarget)/10;
//Make a saving throw check
if(!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, OBJECT_SELF, fDelay))
{
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
}
}