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.
71 lines
3.0 KiB
Plaintext
71 lines
3.0 KiB
Plaintext
/*
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18/02/19 by Stratovarius
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Ephemeral Storm
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Master, Breath of Twilight
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Level/School: 9th/Evocation
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One living creature/2 levels, no two of which are more than 20 ft. apart
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Duration: Instantaneous
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Saving Throw: Fortitude partial
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Spell Resistance: Yes
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The air explodes with shadowy tendrils that slice like blades.
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Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage.
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*/
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#include "shd_inc_shdfunc"
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#include "shd_mysthook"
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void main()
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{
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if(!ShadPreMystCastCode()) return;
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object oShadow = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct mystery myst = EvaluateMystery(oShadow, oTarget, METASHADOW_NONE);
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if(myst.bCanMyst)
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{
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myst.nPen = ShadowSRPen(oShadow, myst.nShadowcasterLevel);
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effect eDeath = SupernaturalEffect(EffectDeath(TRUE));
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effect eImplode= EffectVisualEffect(VFX_DUR_ANTILIFE_SHELL);
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effect eVis = EffectVisualEffect(VFX_IMP_NEGBLAST_ENERGY);
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//Apply the implode effect
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eImplode, PRCGetSpellTargetLocation(), 3.0);
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int nCount = 0;
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//Get the first target in the shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget) && 11 > nCount)
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{
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int nRacialType = MyPRCGetRacialType(oTarget);
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// Has to be alive
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow) && !(nRacialType == RACIAL_TYPE_UNDEAD || (nRacialType == RACIAL_TYPE_CONSTRUCT && !GetIsWarforged(oTarget))))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
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float fDelay = PRCGetRandomDelay(0.4, 1.2);
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//Make SR check
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if (!PRCDoResistSpell(oShadow, oTarget, myst.nPen, fDelay))
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{
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//Make Reflex save
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_DEATH, oShadow, fDelay))
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{
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DeathlessFrenzyCheck(oTarget);
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//Apply death effect and the VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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else
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, d6(5), DAMAGE_TYPE_MAGICAL), oTarget));
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}
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nCount++; //Only count living creatures
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}
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//Get next target in the shape
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, PRCGetSpellTargetLocation());
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}
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}
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} |