PRC8/nwn/nwnprc/trunk/newspellbook/inv_dra_terrroar.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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//::///////////////////////////////////////////////
//:: Name Terrifying Roar
//:: FileName inv_dra_terrroar.nss
//::///////////////////////////////////////////////
/*
Greater Invocation
5th Level Spell
You utter a powerful roar that fills a 30' cone.
All creatures whose hit dice are equal to or less
than your caster level become panicked for 1 round.
If they succeed on a Will save they are shaken for
one round. This is a mind-affecting fear effect.
*/
//::///////////////////////////////////////////////
#include "inv_inc_invfunc"
#include "inv_invokehook"
void main()
{
if(!PreInvocationCastCode()) return;
// shaken -2 attack,weapon dmg,save.
// panicked -2 save + flee away ,50 % drop object holding
//Declare major variables
object oCaster = OBJECT_SELF;
location lTarget = PRCGetSpellTargetLocation();
int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
int nPenetr = CasterLvl + SPGetPenetr();
float fDuration = RoundsToSeconds(CasterLvl);
float fRange = FeetToMeters(30.0);
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
effect eFear = EffectFrightened();
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eSaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2);
effect eShaken = EffectShaken();
//Link the panicked effects
effect eLink = EffectLinkEffects(eFear, eMind);
eLink = EffectLinkEffects(eLink, eSaveD);
eLink = EffectLinkEffects(eLink, eDur);
//Link the shaken effects
effect eLink2 = EffectLinkEffects(eShaken, eDur);
//Get first target in the spell cone
object oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(OBJECT_SELF));
while(GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster)
&& !(GetHitDice(oTarget) > CasterLvl))
{
fDelay = GetDistanceBetween(oCaster, oTarget)/20;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_TERRIFYING_ROAR));
//Make SR Check
if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
{
//Make a will save - if failed, panicked
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
{
//Apply the linked effects and the VFX impact
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0, TRUE, -1, CasterLvl));
}
//otherwise shaken
else
{
//Apply the linked effects and the VFX impact
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, 6.0, TRUE, -1, CasterLvl));
}
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Get next target in the spell cone
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(oCaster));
}
}