Battledale_PRC8/_removed/nw_s2_bardsong.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

558 lines
12 KiB
Plaintext

//::///////////////////////////////////////////////
//:: Bard Song
//:: NW_S2_BardSong
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spells applies bonuses to all of the
bard's allies within 30ft for a set duration of
10 rounds.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Feb 25, 2002
//:://////////////////////////////////////////////
//:: Last Updated By: Georg Zoeller Oct 1, 2003
/*
bugfix by Kovi 2002.07.30
- loosing temporary hp resulted in loosing the other bonuses
*/
#include "x0_i0_spells"
void main()
{
if (GetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
{
FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
return;
}
string sTag = GetTag(OBJECT_SELF);
// Songbird sings wooo!
object oSongbird=GetLocalObject(OBJECT_SELF,"oSongbird");
if (GetIsObjectValid(oSongbird)&&!GetIsDead(oSongbird)&&(GetArea(oSongbird)==GetArea(OBJECT_SELF)))
{
effect FeySong = EffectVisualEffect(VFX_DUR_BARD_SONG);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, FeySong, oSongbird,6.0);
AssignCommand(oSongbird,PlaySound("sce_neutral"));
}
//Declare major variables
int nLevel = GetLevelByClass(CLASS_TYPE_BARD)+GetLevelByClass(CLASS_TYPE_HARPER);
int nRanks = GetSkillRank(SKILL_PERFORM);
int nChr = GetAbilityModifier(ABILITY_CHARISMA);
int nPerform = nRanks;
int nDuration = 10 + nChr;
effect eAttack;
effect eDamage;
effect eWill;
effect eFort;
effect eReflex;
effect eHP;
effect eAC;
effect eSkill;
int nAttack;
int nDamage;
int nWill;
int nFort;
int nReflex;
int nHP;
int nAC;
int nSkill;
//Check to see if the caster has Lasting Impression and increase duration.
if(GetHasFeat(870))
{
nDuration *= 10;
}
// lingering song
if(GetHasFeat(424)) // lingering song
{
nDuration += 5;
}
// bardy gloves Palmer made
if (GetTag(GetItemInSlot(INVENTORY_SLOT_ARMS))=="jw_newitem2")
{
SendMessageToPC(OBJECT_SELF,"The elven gloves of the bard boost the power of your song.");
nPerform=nPerform+6;
nLevel=nLevel+3;
}
//SpeakString("Level: " + IntToString(nLevel) + " Ranks: " + IntToString(nRanks));
if(nPerform >= 100 && nLevel >= 30)
{
nAttack = 6;
nDamage = 6;
nWill = 5;
nFort = 5;
nReflex = 5;
nHP = 78;
nAC = 7;
nSkill = 19;
}
else if(nPerform >= 95 && nLevel >= 29)
{
nAttack = 5;
nDamage = 5;
nWill = 5;
nFort = 5;
nReflex = 5;
nHP = 72;
nAC = 7;
nSkill = 18;
}
else if(nPerform >= 90 && nLevel >= 28)
{
nAttack = 5;
nDamage = 5;
nWill = 5;
nFort = 5;
nReflex = 5;
nHP = 72;
nAC = 6;
nSkill = 17;
}
else if(nPerform >= 85 && nLevel >= 27)
{
nAttack = 4;
nDamage = 4;
nWill = 5;
nFort = 5;
nReflex = 5;
nHP = 72;
nAC = 6;
nSkill = 16;
}
else if(nPerform >= 80 && nLevel >= 26)
{
nAttack = 4;
nDamage = 4;
nWill = 5;
nFort = 5;
nReflex = 5;
nHP = 72;
nAC = 6;
nSkill = 15;
}
else if(nPerform >= 75 && nLevel >= 25)
{
nAttack = 4;
nDamage = 4;
nWill = 4;
nFort = 4;
nReflex = 4;
nHP = 72;
nAC = 6;
nSkill = 14;
}
else if(nPerform >= 70 && nLevel >= 24)
{
nAttack = 4;
nDamage = 4;
nWill = 4;
nFort = 4;
nReflex = 4;
nHP = 68;
nAC = 6;
nSkill = 13;
}
else if(nPerform >= 65 && nLevel >= 23)
{
nAttack = 4;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 68;
nAC = 6;
nSkill = 12;
}
else if(nPerform >= 60 && nLevel >= 22)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 68;
nAC = 6;
nSkill = 11;
}
else if
(nPerform >= 60 && nLevel > 20)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 68;
nAC = 6;
nSkill = 11;
}
else if(nPerform >= 55 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 30;
nAC = 5;
nSkill = 9;
}
if(nPerform >= 50 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 28;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 45 && nLevel >= 19)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 26;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 40 && nLevel >= 18)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 24;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 35 && nLevel >= 17)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 22;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 30 && nLevel >= 16)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 20;
nAC = 5;
nSkill = 4;
}
else if(nPerform >= 24 && nLevel >= 15)
{
nAttack = 2;
nDamage = 3;
nWill = 2;
nFort = 2;
nReflex = 2;
nHP = 16;
nAC = 4;
nSkill = 3;
}
else if(nPerform >= 21 && nLevel >= 14)
{
nAttack = 2;
nDamage = 3;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 16;
nAC = 3;
nSkill = 2;
}
if(nPerform >= 60 && nLevel > 20)
{
nAttack = 3;
nDamage = 4;
nWill = 4;
nFort = 3;
nReflex = 3;
nHP = 68;
nAC = 6;
nSkill = 11;
}
if(nPerform >= 60 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 60;
nAC = 5;
nSkill = 10;
}
else if(nPerform >= 55 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 54;
nAC = 5;
nSkill = 9;
}
else if(nPerform >= 50 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 48;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 45 && nLevel >= 19)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 42;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 40 && nLevel >= 18)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 36;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 35 && nLevel >= 17)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 28;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 30 && nLevel >= 16)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 24;
nAC = 5;
nSkill = 4;
}
else if(nPerform >= 24 && nLevel >= 15)
{
nAttack = 2;
nDamage = 3;
nWill = 2;
nFort = 2;
nReflex = 2;
nHP = 20;
nAC = 4;
nSkill = 3;
}
else if(nPerform >= 21 && nLevel >= 14)
{
nAttack = 2;
nDamage = 3;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 18;
nAC = 3;
nSkill = 2;
}
else if(nPerform >= 18 && nLevel >= 12)
{
nAttack = 2;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 15;
nAC = 2;
nSkill = 2;
}
else if(nPerform >= 15 && nLevel >= 8)
{
nAttack = 2;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 10;
nAC = 0;
nSkill = 1;
}
else if(nPerform >= 12 && nLevel >= 6)
{
nAttack = 1;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 5;
nAC = 0;
nSkill = 1;
}
else if(nPerform >= 9 && nLevel >= 3)
{
nAttack = 1;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 0;
nHP = 4;
nAC = 0;
nSkill = 0;
}
else if(nPerform >= 6 && nLevel >= 2)
{
nAttack = 1;
nDamage = 1;
nWill = 1;
nFort = 0;
nReflex = 0;
nHP = 3;
nAC = 0;
nSkill = 0;
}
else if(nPerform >= 3 && nLevel >= 1)
{
nAttack = 1;
nDamage = 1;
nWill = 0;
nFort = 0;
nReflex = 0;
nHP = 2;
nAC = 0;
nSkill = 0;
}
effect eVis = EffectVisualEffect(VFX_DUR_BARD_SONG);
eAttack = EffectAttackIncrease(nAttack);
eDamage = EffectDamageIncrease(nDamage, DAMAGE_TYPE_BLUDGEONING);
effect eLink = EffectLinkEffects(eAttack, eDamage);
if(nWill > 0)
{
eWill = EffectSavingThrowIncrease(SAVING_THROW_WILL, nWill);
eLink = EffectLinkEffects(eLink, eWill);
}
if(nFort > 0)
{
eFort = EffectSavingThrowIncrease(SAVING_THROW_FORT, nFort);
eLink = EffectLinkEffects(eLink, eFort);
}
if(nReflex > 0)
{
eReflex = EffectSavingThrowIncrease(SAVING_THROW_REFLEX, nReflex);
eLink = EffectLinkEffects(eLink, eReflex);
}
if(nHP > 0)
{
//SpeakString("HP Bonus " + IntToString(nHP));
eHP = EffectTemporaryHitpoints(nHP);
// eLink = EffectLinkEffects(eLink, eHP);
}
if(nAC > 0)
{
eAC = EffectACIncrease(nAC, AC_DODGE_BONUS);
eLink = EffectLinkEffects(eLink, eAC);
}
if(nSkill > 0)
{
eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nSkill);
eLink = EffectLinkEffects(eLink, eSkill);
}
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
eLink = EffectLinkEffects(eLink, eDur);
effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF));
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
eHP = ExtraordinaryEffect(eHP);
eLink = ExtraordinaryEffect(eLink);
while(GetIsObjectValid(oTarget))
{
if(!GetHasFeatEffect(FEAT_BARD_SONGS, oTarget) && !GetHasSpellEffect(GetSpellId(),oTarget))
{
// * GZ Oct 2003: If we are silenced, we can not benefit from bard song
if (!GetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !GetHasEffect(EFFECT_TYPE_DEAF,oTarget))
{
if(oTarget == OBJECT_SELF)
{
effect eLinkBard = EffectLinkEffects(eLink, eVis);
eLinkBard = ExtraordinaryEffect(eLinkBard);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLinkBard, oTarget, RoundsToSeconds(nDuration));
if (nHP > 0)
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration));
}
}
else if(GetIsFriend(oTarget))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
if (nHP > 0)
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration));
}
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
}
}