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.
67 lines
2.8 KiB
Plaintext
67 lines
2.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Earthen Grasp - OnHeartbeat
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//:: Stony Grasp - OnHeartbeat
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//:: FileName inv_earthgraspc.nss
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//::///////////////////////////////////////////////
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#include "prc_inc_combmove"
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#include "inv_inc_invfunc"
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void main()
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{
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object oAoE = OBJECT_SELF;
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SetAllAoEInts(INVOKE_AOE_EARTHEN_GRASP_GRAPPLE, oAoE, GetSpellSaveDC());
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object oCaster = GetAreaOfEffectCreator();
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object oTarget = GetFirstInPersistentObject();
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int nCasterLevel = GetInvokerLevel(oCaster, CLASS_TYPE_WARLOCK);
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int nPenetr = SPGetPenetrAOE(oCaster);
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int StrMod = 2 + nCasterLevel / 3;
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while(GetIsObjectValid(oTarget))
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{
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if((spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE , oCaster)
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&& GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE
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&& !GetLocalInt(oAoE, "AlreadyGrappling")
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&& !GetLocalInt(oTarget, "SourceOfGrapple"))
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|| GetLocalObject(oAoE, "CurrentlyGrappling") == oTarget)
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_EARTHEN_GRASP));
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//now do grappling and stuff
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int nGrappleSucessful = FALSE;
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//this spell doesnt need to make a touch attack
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//as defined in the spell
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int nAttackerGrappleMod = nCasterLevel + StrMod;
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nGrappleSucessful = _DoGrappleCheck(OBJECT_INVALID, oTarget, nAttackerGrappleMod);
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if(nGrappleSucessful)
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{
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//if already being grappled, apply damage
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if(GetLocalObject(oAoE, "CurrentlyGrappling") == oTarget)
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{
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//apply the damage
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int nDamage = d6();
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nDamage += StrMod;
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effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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//now being grappled
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AssignCommand(oTarget, ClearAllActions());
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effect eHold = EffectCutsceneImmobilize();
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effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R);
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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//eLink = EffectKnockdown();
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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SetLocalInt(oAoE, "AlreadyGrappling", TRUE);
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SetLocalObject(oAoE, "CurrentlyGrappling", oTarget);
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}
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else
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{
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DeleteLocalInt(oAoE, "AlreadyGrappling");
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DeleteLocalObject(oAoE, "CurrentlyGrappling");
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}
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}
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oTarget = GetNextInPersistentObject();
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}
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} |