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