Battledale_PRC8/_removed/x0_s0_earthquake.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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///::///////////////////////////////////////////////
//:: Earthquake
//:: X0_S0_Earthquake
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
// Ground shakes. 1d6 damage, max 10d6
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: July 22 2002
//:://////////////////////////////////////////////
//:: Last Updated By: Andrew Nobbs May 01, 2003
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
object oCaster = OBJECT_SELF;
int nCasterLvl = GetCasterLevel(oCaster);
int nMetaMagic = GetMetaMagicFeat();
// int nIntModifer = GetAbilityModifier(ABILITY_INTELLIGENCE, oCaster);
// int nKnockDC = nCasterLvl + 10;
int nDamage;
float fDelay;
float nSize = RADIUS_SIZE_COLOSSAL;
effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
effect eDam;
effect eShake = EffectVisualEffect(356);
effect eKnockdown=EffectKnockdown();
// effect eLink = EffectLinkEffects(eKnockdown, eDam);
//Get the spell target location as opposed to the spell target.
location lTarget = GetSpellTargetLocation();
//Limit Caster level for the purposes of damage
if (nCasterLvl > 10)
{
nCasterLvl = 10;
}
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, OBJECT_SELF, RoundsToSeconds(6));
//Apply epicenter explosion on caster
//ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(OBJECT_SELF));
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_EARTHQUAKE));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
// Earthquake does not allow spell resistance
// if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
nDamage = MaximizeOrEmpower(6, nCasterLvl, GetMetaMagicFeat());
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. (Don't bother for caster)
if (oTarget != oCaster)
{
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ALL);
}
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
// * caster can't be affected by the spell
if( (nDamage > 0) && (oTarget != oCaster))
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
if ((GetObjectType(oTarget) == OBJECT_TYPE_CREATURE) && (ReflexSave(oTarget,GetSpellSaveDC(),SAVING_THROW_TYPE_CHAOS ,oCaster) == 0))
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, 12.0));
//AssignCommand(oTarget, ActionSpeakString("DEBUG LINE : I FAILED MY SAVE!"));
}
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}