//:://///////////////////////////////////////////// //:: Stonehold //:: X2_S0_Stnehold //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creates an area of effect that will cover the creature with a stone shell holding them in place. */ //::////////////////////////////////////////////// //:: Created By: Andrew Nobbs //:: Created On: December 03, 2002 //::////////////////////////////////////////////// //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { if(!X2PreSpellCastCode()) return; PRCSetSchool(SPELL_SCHOOL_CONJURATION); //Declare major variables object oCaster = OBJECT_SELF; location lTarget = PRCGetSpellTargetLocation(); int nCasterLvl = PRCGetCasterLevel(oCaster); int nMetaMagic = PRCGetMetaMagicFeat(); int nAoE = AOE_PER_STONEHOLD; if(nCasterLvl < 1) nCasterLvl = 1; float fDuration = RoundsToSeconds(nCasterLvl); //Make metamagic check for extend if(nMetaMagic & METAMAGIC_EXTEND) fDuration *= 2; //Duration is +100% //Create the AOE object at the selected location ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE), lTarget); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectAreaOfEffect(nAoE), lTarget, fDuration); //Setup Area Of Effect object object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_STONEHOLD"); SetAllAoEInts(SPELL_STONEHOLD, oAoE, PRCGetSpellSaveDC(SPELL_STONEHOLD, SPELL_SCHOOL_CONJURATION), 0, nCasterLvl); PRCSetSchool(); }