Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
115 lines
4.9 KiB
Plaintext
115 lines
4.9 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Hellball
|
|
//:: X2_S2_HELLBALL
|
|
//:: Copyright (c) 2003 Bioware Corp.
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Andrew Noobs, Georg Zoeller
|
|
//:: Created On: 2003-08-20
|
|
//:://////////////////////////////////////////////
|
|
/*
|
|
Altered by Boneshank, for purposes of the Epic Spellcasting project.
|
|
*/
|
|
|
|
#include "prc_alterations"
|
|
#include "inc_epicspells"
|
|
|
|
void main()
|
|
{
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
|
|
|
|
if (!X2PreSpellCastCode())
|
|
{
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
return;
|
|
}
|
|
if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_HELBALL))
|
|
{
|
|
//Declare major variables
|
|
int nDamage1, nDamage2, nDamage3, nDamage4;
|
|
float fDelay;
|
|
effect eExplode = EffectVisualEffect(464);
|
|
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
|
|
effect eVis2 = EffectVisualEffect(VFX_IMP_ACID_L);
|
|
effect eVis3 = EffectVisualEffect(VFX_IMP_SONIC);
|
|
|
|
|
|
// if this option has been enabled, the caster will take damage for casting
|
|
// epic spells, as descripbed in the ELHB
|
|
if (GetPRCSwitch(PRC_EPIC_BACKLASH_DAMAGE) == TRUE)
|
|
{
|
|
effect eCast = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
|
|
int nDamage5 = d6(10);
|
|
effect eDam5 = EffectDamage(nDamage5, DAMAGE_TYPE_NEGATIVE);
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eCast, OBJECT_SELF);
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam5, OBJECT_SELF);
|
|
}
|
|
|
|
|
|
|
|
effect eDam1, eDam2, eDam3, eDam4, eDam5, eKnock;
|
|
eKnock= EffectKnockdown();
|
|
|
|
location lTarget = PRCGetSpellTargetLocation();
|
|
|
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
|
|
|
|
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 20.0f, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
|
|
|
|
int nTotalDamage;
|
|
while (GetIsObjectValid(oTarget))
|
|
{
|
|
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
|
|
{
|
|
|
|
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
|
|
|
|
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20 + 0.5f;
|
|
//Roll damage for each target
|
|
nDamage1 = d6(10);
|
|
nDamage2 = d6(10);
|
|
nDamage3 = d6(10);
|
|
nDamage4 = d6(10);
|
|
|
|
// no we don't care about evasion. there is no evasion to hellball
|
|
if (PRCMySavingThrow(SAVING_THROW_REFLEX,oTarget,GetEpicSpellSaveDC(OBJECT_SELF, oTarget),SAVING_THROW_TYPE_SPELL,OBJECT_SELF,fDelay) >0)
|
|
{
|
|
nDamage1 /=2;
|
|
nDamage2 /=2;
|
|
nDamage3 /=2;
|
|
nDamage4 /=2;
|
|
}
|
|
nTotalDamage = nDamage1+nDamage2+nDamage3+nDamage4;
|
|
//Set the damage effect
|
|
eDam1 = EffectDamage(nDamage1, DAMAGE_TYPE_ACID);
|
|
eDam2 = EffectDamage(nDamage2, DAMAGE_TYPE_ELECTRICAL);
|
|
eDam3 = EffectDamage(nDamage3, DAMAGE_TYPE_FIRE);
|
|
eDam4 = EffectDamage(nDamage4, DAMAGE_TYPE_SONIC);
|
|
|
|
if(nTotalDamage > 0)
|
|
{
|
|
if (nTotalDamage > 50)
|
|
{
|
|
DelayCommand(fDelay+0.3f, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnock, oTarget,3.0f, TRUE, -1, GetTotalCastingLevel(OBJECT_SELF)));
|
|
}
|
|
|
|
// Apply effects to the currently selected target.
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam1, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam2, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam3, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam4, oTarget));
|
|
//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, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
|
|
DelayCommand(fDelay+0.2f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
|
|
DelayCommand(fDelay+0.5f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oTarget));
|
|
}
|
|
}
|
|
//Select the next target within the spell shape.
|
|
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 20.0f, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
|
|
}
|
|
}
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
}
|
|
|