/*::////////////////////////////////////////////// //:: Spell Name Order’s Wrath //:: Spell FileName PHS_S_OrdersWrat //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Casting Time: 1 standard action Range: Medium (20M) Area: Nonlawful creatures within a burst that fills a 10M. cube Duration: Instantaneous (1 round); see text Saving Throw: Will partial; see text Spell Resistance: Yes You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Lawful = No damage Neutral = Half damage, can quarter on a will save. Never Dazed. Chaotic = Full damage, can half on a will save. Dazed on fail. Divine damage. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_ORDERS_WRATH)) return; // Delcare major variables. object oCaster = OBJECT_SELF; object oTarget; location lTarget = GetSpellTargetLocation(); int nCasterLevel = GetCasterLevel(oCaster); int nMetaMagic = PHS_GetMetaMagicFeat(); int nAlignment, nDam; int nSpellSaveDC = GetSpellSaveDC(); float fDelay; // fDuration is 1 round for daze float fDuration = PHS_GetDuration(PHS_ROUNDS, 1, nMetaMagic); // Delcare Effects effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); effect eVisDaze = EffectVisualEffect(VFX_IMP_DAZED_S); effect eDaze = EffectSlow(); effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); effect eLink = EffectLinkEffects(eDaze, eDur); eLink = EffectLinkEffects(eLink, eVisDaze); // how much damage dice? // 1d8 damage/2 caster levels. We do 1d6/caster level to outsiders int nOutsiderDice = PHS_LimitInteger(nCasterLevel, 10); // Normal dice will be nOutsiderDice/2, or 1 per 2 caster levels. int nNormalDice = PHS_LimitInteger(nOutsiderDice/2); // Apply AOE visual effect eImpact = EffectVisualEffect(PHS_VFX_FNF_ORDERS_WRATH); PHS_ApplyLocationVFX(lTarget, eImpact); // Loop all targets in the cube - 10x10M, put 5.0M in oTarget = GetFirstObjectInShape(SHAPE_CUBE, 5.0, lTarget, TRUE); while(GetIsObjectValid(oTarget)) { // Alignment check and PvP check nAlignment = GetAlignmentLawChaos(oTarget); if(nAlignment != ALIGNMENT_LAWFUL && !GetIsReactionTypeFriendly(oTarget)) { // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ORDERS_WRATH); // Delay fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; // Get random damage if(GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER) { nDam = PHS_MaximizeOrEmpower(6, nOutsiderDice, nMetaMagic); } else { nDam = PHS_MaximizeOrEmpower(8, nNormalDice, nMetaMagic); } // Half damage if only neutral if(nAlignment == ALIGNMENT_NEUTRAL) { // Divide by 2. nDam /= 2; } // Will saving throw for half damage, and no slow. // - Lawful Saving throw. // If we SAVE it does half damage - no slow if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_LAW)) { // No slow - half damage nDam /= 2; if(nDam > 0) { // Do damage and VFX DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE)); } } else { // Else, full damage. If not neutral, slow for 1d6 rounds // Do damage and VFX DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE)); // If not alignment neutral, we apply daze as they failed the save. if(nAlignment != ALIGNMENT_NEUTRAL) { // Apply daze for fDuration, and instantly! PHS_ApplyDuration(oTarget, eLink, fDuration); } } } // Get next target oTarget = GetNextObjectInShape(SHAPE_CUBE, 5.0, lTarget, TRUE); } }