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.
133 lines
4.1 KiB
Plaintext
133 lines
4.1 KiB
Plaintext
///::///////////////////////////////////////////////
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//:: Bigby's Clenched Fist
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//:: [x0_s0_bigby4]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Does an attack EACH ROUND for 1 round/level.
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If the attack hits does
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1d8 +12 points of damage
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Any creature struck must make a FORT save or
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be stunned for one round.
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GZ, Oct 15 2003:
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Changed how this spell works by adding duration
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tracking based on the VFX added to the character.
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Makes the spell dispellable and solves some other
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issues with wrong spell DCs, checks, etc.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: September 7, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Georg Zoeller October 15, 2003
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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#include "x2_i0_spells"
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int nSpellID = 462;
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void RunHandImpact(object oTarget, object oCaster)
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{
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//--------------------------------------------------------------------------
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// Check if the spell has expired (check also removes effects)
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//--------------------------------------------------------------------------
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if (GZGetDelayedSpellEffectsExpired(nSpellID,oTarget,oCaster))
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{
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return;
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}
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int nCasterModifiers = GetCasterAbilityModifier(oCaster) + GetCasterLevel(oCaster);
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int nCasterRoll = d20(1) + nCasterModifiers + 11 + -1;
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int nTargetRoll = GetAC(oTarget);
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if (nCasterRoll >= nTargetRoll)
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{
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int nDC = GetLocalInt(oTarget,"XP2_L_SPELL_SAVE_DC_" + IntToString (nSpellID));
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int nDam = MaximizeOrEmpower(8, 1, GetMetaMagicFeat(), 11);
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_BLUDGEONING);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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if (!MySavingThrow(SAVING_THROW_FORT, oTarget, nDC))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectStunned(), oTarget, RoundsToSeconds(1));
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}
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DelayCommand(6.0f,RunHandImpact(oTarget,oCaster));
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}
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}
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oTarget = GetSpellTargetObject();
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//--------------------------------------------------------------------------
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// This spell no longer stacks. If there is one hand, that's enough
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//--------------------------------------------------------------------------
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if (GetHasSpellEffect(nSpellID,oTarget) || GetHasSpellEffect(463,oTarget) )
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{
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FloatingTextStrRefOnCreature(100775,OBJECT_SELF,FALSE);
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return;
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}
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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration * 2;
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}
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, nSpellID, TRUE));
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int nResult = MyResistSpell(OBJECT_SELF, oTarget);
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if(nResult == 0)
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{
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int nCasterModifier = GetCasterAbilityModifier(OBJECT_SELF);
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effect eHand = EffectVisualEffect(VFX_DUR_BIGBYS_CLENCHED_FIST);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHand, oTarget, RoundsToSeconds(nDuration));
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//----------------------------------------------------------
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// GZ: 2003-Oct-15
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// Save the current save DC on the character because
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// GetSpellSaveDC won't work when delayed
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//----------------------------------------------------------
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SetLocalInt(oTarget,"XP2_L_SPELL_SAVE_DC_" + IntToString (nSpellID), GetSpellSaveDC());
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object oSelf = OBJECT_SELF;
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RunHandImpact(oTarget,OBJECT_SELF );
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}
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}
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}
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