PRC8/nwn/nwnprc/trunk/newspellbook/moi_mld_behirft.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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/*
31/12/19 by Stratovarius
Behir Gorget Throat Bind
Your armored collar merges into your throat, and your neck lengthens very slightly. You can feel a constant tingling in the sides of your neck, and tiny sparks occasionally
spit from your mouth when you speak — particularly when you get excited or angry.
You gain the ability to project a line of electricity as a standard action. Once per minute, you can emit a line of acid that is 5 feet long plus 5 feet per point of invested essentia.
Targets in the line take 2d6 points of electricity damage plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save.
*/
#include "moi_inc_moifunc"
void main()
{
object oMeldshaper = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nEssentia = GetEssentiaInvested(oMeldshaper, MELD_BEHIR_GORGET);
if (!GetLocalInt(oMeldshaper, "BehirTimer"))
{
//Set the lightning stream to start at the caster's hands
effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oMeldshaper, BODY_NODE_CHEST);
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
effect eDamage;
location lTarget = GetLocation(oTarget);
object oNextTarget, oTarget2;
float fDelay;
float fDist = 5.0 + (5.0 * nEssentia);
int nDice = 2 + nEssentia;
int nMeldshaperLvl = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_BEHIR_GORGET);
int nCnt = 1;
int nDamage;
oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, oMeldshaper, nCnt);
while(GetIsObjectValid(oTarget2) && GetDistanceToObject(oTarget2) <= FeetToMeters(fDist))
{
//Get first target in the lightning area by passing in the location of first target and the casters vector (position)
oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(fDist), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oMeldshaper));
while (GetIsObjectValid(oTarget))
{
//Exclude the caster from the damage effects
if (oTarget != oMeldshaper && oTarget2 == oTarget)
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oMeldshaper))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oMeldshaper, SPELL_LIGHTNING_BOLT));
//Make an SR check
if (!PRCDoResistSpell(oMeldshaper, oTarget, nMeldshaperLvl))
{
int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_BEHIR_GORGET);
//Roll damage
nDamage = d6(nDice);
//Adjust damage based on Reflex Save, Evasion and Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
if(nDamage > 0)
{
eDamage = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_ELECTRICAL);
fDelay = PRCGetSpellEffectDelay(GetLocation(oTarget), oTarget);
//Apply VFX impcat, damage effect and lightning effect
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.0, FALSE);
//Set the currect target as the holder of the lightning effect
oNextTarget = oTarget;
eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNextTarget, BODY_NODE_CHEST);
}
}
//Get the next object in the lightning cylinder
oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(fDist), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oMeldshaper));
}
nCnt++;
oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, oMeldshaper, nCnt);
}
SetLocalInt(oMeldshaper, "BehirTimer", TRUE);
DelayCommand(60.0, DeleteLocalInt(oMeldshaper, "BehirTimer"));
DelayCommand(60.0, FloatingTextStringOnCreature("You may use your Behir Gorget Throat Bind again.", oMeldshaper, FALSE));
}
}