generated from Jaysyn/ModuleTemplate
249 lines
9.8 KiB
Plaintext
249 lines
9.8 KiB
Plaintext
// HCR v3.2.0 - Re-Added MATERCOMP code.
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//::////////////////////////////////////////////////////////////////////////////
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//:: FileName: NW_S2_TurnDead
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//::////////////////////////////////////////////////////////////////////////////
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/*
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Checks domain powers and class to determine the proper turning abilities of
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the casting character.
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 2, 2001
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//:: Updated On: Mar 5, 2003 - For Blackguards.
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//:: Updated On: Jul 15, 2003 - Georg Zoeller
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//:: Updated On: Jul 24, 2003 - For Planar Turning to include turn resistance hd.
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//::////////////////////////////////////////////////////////////////////////////
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void main()
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{
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if (GetLocalInt(GetModule(), "MATERCOMP") == TRUE)
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{
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object oComp = GetItemPossessedBy(OBJECT_SELF, "HolySymbol");
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string sMsg1 = "You must possess a holy symbol to turn undead.";
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string sMsg2 = "You must equip the holy symbol to turn undead.";
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string sMsg3 = " does not have a holy symbol to turn the undead with.";
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int bHasEquip = FALSE;
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// Determine if using the Hench System or generic henchman.
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object oMaster = GetLocalObject(OBJECT_SELF, "HS_REAL_MASTER");
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if (!GetIsObjectValid(oMaster))
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{ oMaster = GetMaster(); }
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if (GetIsPC(OBJECT_SELF) &&
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!GetIsDM(OBJECT_SELF) &&
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!GetIsDMPossessed(OBJECT_SELF))
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{
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// It is a PC casting this spell.
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if (!GetIsObjectValid(oComp))
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{
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SendMessageToPC(OBJECT_SELF, sMsg1);
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ClearAllActions();
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return;
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}
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else
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{
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int i;
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for (i = 0; i < 14; i++)
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{
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if (GetTag(GetItemInSlot(i)) == "HolySymbol")
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{ bHasEquip = TRUE; }
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}
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if (bHasEquip == FALSE)
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{
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SendMessageToPC(OBJECT_SELF, sMsg2);
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ClearAllActions();
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return;
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}
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}
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}
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else if (GetIsObjectValid(oMaster) &&
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!GetIsPC(OBJECT_SELF) &&
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GetIsPC(oMaster) &&
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!GetIsDM(oMaster) &&
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!GetIsDMPossessed(oMaster))
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{
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// It is a henchman casting this spell.
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if (!GetIsObjectValid(oComp))
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{
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SendMessageToPC(oMaster, GetName(OBJECT_SELF) + sMsg3);
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ClearAllActions();
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return;
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}
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}
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}
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int nClericLevel = GetLevelByClass(CLASS_TYPE_CLERIC);
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int nPaladinLevel = GetLevelByClass(CLASS_TYPE_PALADIN);
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int nBlackguardlevel = GetLevelByClass(CLASS_TYPE_BLACKGUARD);
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int nTotalLevel = GetHitDice(OBJECT_SELF);
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int nTurnLevel = nClericLevel;
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int nClassLevel = nClericLevel;
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// GZ: Since paladin levels stack when turning, blackguard levels should stack
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// as well, but not with the paladin levels (thus else if).
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if ((nBlackguardlevel - 2) > 0 && (nBlackguardlevel > nPaladinLevel))
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{
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nClassLevel += (nBlackguardlevel - 2);
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nTurnLevel += (nBlackguardlevel - 2);
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}
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else if ((nPaladinLevel - 2) > 0)
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{
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nClassLevel += (nPaladinLevel - 2);
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nTurnLevel += (nPaladinLevel - 2);
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}
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// Flags for bonus turning types.
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int nElemental = GetHasFeat(FEAT_AIR_DOMAIN_POWER) +
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GetHasFeat(FEAT_EARTH_DOMAIN_POWER) +
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GetHasFeat(FEAT_FIRE_DOMAIN_POWER) +
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GetHasFeat(FEAT_WATER_DOMAIN_POWER);
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int nVermin = GetHasFeat(FEAT_PLANT_DOMAIN_POWER);// + GetHasFeat(FEAT_ANIMAL_COMPANION);
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int nConstructs = GetHasFeat(FEAT_DESTRUCTION_DOMAIN_POWER);
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int nGoodOrEvilDomain = GetHasFeat(FEAT_GOOD_DOMAIN_POWER) +
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GetHasFeat(FEAT_EVIL_DOMAIN_POWER);
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int nPlanar = GetHasFeat(854);
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// Flag for improved turning ability.
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int nSun = GetHasFeat(FEAT_SUN_DOMAIN_POWER);
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// Make a turning check roll, modify if have the Sun Domain.
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int nChrMod = GetAbilityModifier(ABILITY_CHARISMA);
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int nTurnCheck = (d20() + nChrMod);// The roll to apply to the max HD of undead that can be turned --> nTurnLevel.
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int nTurnHD = (d6(2) + nChrMod + nClassLevel);// The number of HD of undead that can be turned.
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if (nSun == TRUE)
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{
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nTurnCheck += d4();
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nTurnHD += d6();
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}
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// Determine the maximum HD of the undead that can be turned.
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if (nTurnCheck <= 0)
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{ nTurnLevel -= 4; }
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else if (nTurnCheck >= 1 && nTurnCheck <= 3)
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{ nTurnLevel -= 3; }
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else if (nTurnCheck >= 4 && nTurnCheck <= 6)
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{ nTurnLevel -= 2; }
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else if (nTurnCheck >= 7 && nTurnCheck <= 9)
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{ nTurnLevel -= 1; }
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else if (nTurnCheck >= 10 && nTurnCheck <= 12)
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{
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// Stays the same.
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}
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else if (nTurnCheck >= 13 && nTurnCheck <= 15)
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{ nTurnLevel += 1; }
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else if (nTurnCheck >= 16 && nTurnCheck <= 18)
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{ nTurnLevel += 2; }
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else if (nTurnCheck >= 19 && nTurnCheck <= 21)
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{ nTurnLevel += 3; }
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else if (nTurnCheck >= 22)
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{ nTurnLevel += 4; }
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// Gets all creatures in a 20m radius around the caster and turns them or not.
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// If the creatures HD are 1/2 or less of the nClassLevel then the creature is
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// destroyed.
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int nCnt = 1;
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int nHD, nRacial, nHDCount, bValid, nDamage;
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nHDCount = 0;
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effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eVisTurn = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eDamage;
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effect eTurned = EffectTurned();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eVisTurn, eTurned);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eDeath = SupernaturalEffect(EffectDeath(TRUE));
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effect eImpactVis = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpactVis, GetLocation(OBJECT_SELF));
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// Get nearest enemy within 20m. (60ft)
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// Why are you using GetNearest instead of GetFirstObjectInShape?
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object oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, nCnt, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
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while (GetIsObjectValid(oTarget) && nHDCount < nTurnHD && GetDistanceToObject(oTarget) <= 20.0)
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{
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if (!GetIsFriend(oTarget))
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{
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nRacial = GetRacialType(oTarget);
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if (nRacial == RACIAL_TYPE_OUTSIDER )
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{
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// Planar turning decreases spell resistance against turning by 1/2.
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if (nPlanar)
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{ nHD = GetHitDice(oTarget) + (GetSpellResistance(oTarget)/2) + GetTurnResistanceHD(oTarget); }
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else
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{ nHD = GetHitDice(oTarget) + (GetSpellResistance(oTarget) + GetTurnResistanceHD(oTarget)); }
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}
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else// (full turn resistance)
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{ nHD = GetHitDice(oTarget) + GetTurnResistanceHD(oTarget); }
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if (nHD <= nTurnLevel && nHD <= (nTurnHD - nHDCount))
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{
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// Check the various domain turning types.
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if (nRacial == RACIAL_TYPE_UNDEAD)
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{ bValid = TRUE; }
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else if (nRacial == RACIAL_TYPE_VERMIN && nVermin > 0)
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{ bValid = TRUE; }
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else if (nRacial == RACIAL_TYPE_ELEMENTAL && nElemental > 0)
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{ bValid = TRUE; }
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else if (nRacial == RACIAL_TYPE_CONSTRUCT && nConstructs > 0)
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_TURN_UNDEAD));
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nDamage = d3(nTurnLevel);
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eDamage = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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nHDCount += nHD;
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}
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else if (nRacial == RACIAL_TYPE_OUTSIDER && (nGoodOrEvilDomain+nPlanar > 0) )
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{ bValid = TRUE; }
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else if (GetIsObjectValid(GetItemPossessedBy(oTarget, "x2_gauntletlich")) == TRUE)
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{
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// * If wearing gauntlets of the lich, then target can be turned.
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_ARMS)) == "x2_gauntletlich")
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{ bValid = TRUE; }
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}
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// Apply results of the turn.
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if (bValid == TRUE)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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if (nPlanar > 0 && nRacial == RACIAL_TYPE_OUTSIDER)
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{
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effect ePlane = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ePlane, oTarget);
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}
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if ((nClassLevel/2) >= nHD)
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{
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if (nPlanar > 0 && nRacial == RACIAL_TYPE_OUTSIDER)
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{
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effect ePlane2 = EffectVisualEffect(VFX_IMP_UNSUMMON);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ePlane2, oTarget);
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}
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//effect ePlane2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
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// Fire cast spell at event for the specified target.
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_TURN_UNDEAD));
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// Destroy the target.
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DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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}
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else
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{
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// Turn the target.
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// Fire cast spell at event for the specified target.
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_TURN_UNDEAD));
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AssignCommand(oTarget, ActionMoveAwayFromObject(OBJECT_SELF, TRUE));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nClassLevel + 5));
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}
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nHDCount += nHD;
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}
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}
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bValid = FALSE;
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}
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nCnt++;
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, nCnt, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
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}
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}
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//::////////////////////////////////////////////////////////////////////////////
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