PRC8/nwn/nwnprc/trunk/newspellbook/inv_eldtch_shape.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 Eldritch Blast - Normal
//:: FileName inv_eldtch_blast.nss
//:://////////////////////////////////////////////
#include "prc_inc_sp_tch"
#include "inv_inc_invfunc"
#include "inv_invokehook"
#include "inv_inc_blast"
//internal function for delayed damage
void DoDelayedBlast(object oTarget, int nDamageType = DAMAGE_TYPE_FIRE, int nVFX = VFX_IMP_FLAME_M)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(2), nDamageType), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nVFX), oTarget);
}
void main()
{
// Ugly hack to tell PreInvocationCastCode() that we are casting as warlock
object oPC = OBJECT_SELF;
SetLocalInt(oPC, PRC_INVOKING_CLASS, CLASS_TYPE_WARLOCK + 1);
DelayCommand(0.0f, DeleteLocalInt(oPC, PRC_INVOKING_CLASS));
if(!PreInvocationCastCode()) return;
object oBeamTarget = PRCGetSpellTargetObject();
location lTargetArea = PRCGetSpellTargetLocation();
int nEssence = GetLocalInt(oPC, "BlastEssence");
int nEssence2 = GetLocalInt(oPC, "BlastEssence2");
int nEssenceData = GetLocalInt(oPC, "EssenceData");
int nEssenceData2 = GetLocalInt(oPC, "EssenceData2");
effect eEssence;
//If no beam target object, make one
if (!GetIsObjectValid(oBeamTarget))
{
oBeamTarget = CreateObject(OBJECT_TYPE_PLACEABLE, "prc_invisobj", lTargetArea);
}
//remove Corrupting Blast essence - it's a one-shot power
if(nEssence == INVOKE_CORRUPTING_BLAST)
DeleteLocalInt(oPC, "BlastEssence");
else if(nEssence2 == INVOKE_CORRUPTING_BLAST)
DeleteLocalInt(oPC, "BlastEssence2");
int nBlast = GetSpellId();
int bSculptor = GetHasFeat(FEAT_ELDRITCH_SCULPTOR, oPC);
int nShape, nShapeLevel, bDoom;
float fRange;
if(nBlast == INVOKE_ELDRITCH_CONE)
{
nShape = SHAPE_SPELLCONE;
fRange = bSculptor ? FeetToMeters(60.0) : FeetToMeters(30.0);
nShapeLevel = 5;
}
else if(nBlast == INVOKE_ELDRITCH_LINE)
{
nShape = SHAPE_SPELLCYLINDER;
fRange = bSculptor ? FeetToMeters(120.0) : FeetToMeters(60.0);
nShapeLevel = 5;
}
else if(nBlast == INVOKE_ELDRITCH_DOOM)
{
bDoom = TRUE;
nShape = SHAPE_SPHERE;
fRange = bSculptor ? FeetToMeters(40.0) : FeetToMeters(20.0);
nShapeLevel = 8;
}
//calculate DC for essence effects
int nInvLevel = GetInvokerLevel(oPC, CLASS_TYPE_WARLOCK);
int nBlastLvl = min((nInvLevel + 1) / 2, 9);
nBlastLvl = max(nShapeLevel, max(max(nEssenceData & 0xF, nEssenceData2 & 0xF), nBlastLvl));
int nDC = 10 + nBlastLvl + GetAbilityModifier(ABILITY_CHARISMA);
if(GetHasFeat(FEAT_LORD_OF_ALL_ESSENCES)) nDC += 2;
int nDmgDice = GetBlastDamageDices(oPC, nInvLevel);
int nDamageType = nEssence ? (nEssenceData >>> 4) & 0xFFF : DAMAGE_TYPE_MAGICAL;
int nDamageType2 = nEssence2 ? (nEssenceData2 >>> 4) & 0xFFF : DAMAGE_TYPE_MAGICAL;
//Set correct blast damage type
if(nDamageType != nDamageType2)
{
if(nDamageType != DAMAGE_TYPE_MAGICAL)
{
if(nDamageType2 == DAMAGE_TYPE_MAGICAL)
nDamageType2 = nDamageType;
}
else if(nDamageType2 != DAMAGE_TYPE_MAGICAL)
{
nDamageType = nDamageType2;
}
}
//get beam and impact vfx
int nBeamVFX, nVis, nReflexSaveType;
switch(nDamageType)
{
case DAMAGE_TYPE_FIRE:
nBeamVFX = bDoom ? VFX_IMP_PULSE_FIRE : VFX_BEAM_FIRE;
nVis = VFX_IMP_FLAME_M;
nReflexSaveType = SAVING_THROW_TYPE_FIRE;
break;
case DAMAGE_TYPE_COLD:
nBeamVFX = bDoom ? VFX_IMP_PULSE_COLD : VFX_BEAM_COLD;
nVis = VFX_IMP_FROST_S;
nReflexSaveType = SAVING_THROW_TYPE_COLD;
break;
case DAMAGE_TYPE_ACID:
nBeamVFX = bDoom ? VFX_IMP_PULSE_WATER : VFX_BEAM_DISINTEGRATE;
nVis = VFX_IMP_ACID_S;
nReflexSaveType = SAVING_THROW_TYPE_ACID;
break;
case DAMAGE_TYPE_NEGATIVE:
nBeamVFX = bDoom ? VFX_IMP_PULSE_NEGATIVE : VFX_BEAM_BLACK;
nVis = VFX_IMP_NEGATIVE_ENERGY;
nReflexSaveType = SAVING_THROW_TYPE_NEGATIVE;
break;
default:
nBeamVFX = bDoom ? VFX_IMP_PULSE_NEGATIVE : VFX_BEAM_DISINTEGRATE;
nVis = VFX_IMP_LIGHTNING_S;
nReflexSaveType = SAVING_THROW_TYPE_SPELL;
break;
}
effect eVis = EffectVisualEffect(nVis);
//add second vfx if needed
if(nDamageType != nDamageType2)
{
switch(nDamageType2)
{
case DAMAGE_TYPE_FIRE: nVis = VFX_IMP_FLAME_M; break;
case DAMAGE_TYPE_COLD: nVis = VFX_IMP_FROST_S; break;
case DAMAGE_TYPE_ACID: nVis = VFX_IMP_ACID_S; break;
case DAMAGE_TYPE_NEGATIVE: nVis = VFX_IMP_NEGATIVE_ENERGY; break;
}
eVis = EffectLinkEffects(eVis, EffectVisualEffect(nVis));
}
int nHellFire = 0;
if(GetIsHellFireBlast(oPC))
{
if(HellFireConDamage(oPC))
{
nHellFire = GetLevelByClass(CLASS_TYPE_HELLFIRE_WARLOCK, oPC) * 2;
nBeamVFX = bDoom ? VFX_IMP_PULSE_FIRE : VFX_BEAM_FIRE;
}
}
//Penetrating Blast
int nPenetr = nInvLevel + SPGetPenetr();
if(nEssence == INVOKE_PENETRATING_BLAST || nEssence2 == INVOKE_PENETRATING_BLAST)
nPenetr += 4;
//Get first target in spell area
object oTarget = MyFirstObjectInShape(nShape, fRange, lTargetArea, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
while(GetIsObjectValid(oTarget))
{
int nDamage = d6(nDmgDice);
if(GetHasSpellEffect(INVOKE_WILD_FRENZY, oPC))
nDamage += 2;
//Bane Blast
int nRace = MyPRCGetRacialType(oTarget);
if(nRace == ((nEssenceData >>> 16) & 0xFF) - 1
|| nRace == ((nEssenceData2 >>> 16) & 0xFF) - 1)
nDamage += d6(2);
//Hammer Blast
if(GetObjectType(oTarget) != OBJECT_TYPE_CREATURE && nEssence != INVOKE_HAMMER_BLAST && nEssence2 != INVOKE_HAMMER_BLAST)
{
nDamage /= 2;
if(nDamage < 1) nDamage = 1;
nHellFire /= 2;
}
int nRep = bDoom ? SPELL_TARGET_SELECTIVEHOSTILE : SPELL_TARGET_STANDARDHOSTILE;
// This heals friendly undead targets with negative energy damage
if (nDamageType == DAMAGE_TYPE_NEGATIVE && bDoom && GetIsFriend(oTarget, oPC) && MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nDamage), oTarget);
else if(spellsIsTarget(oTarget, nRep, oPC) && oTarget != oPC)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oPC, INVOKE_ELDRITCH_BLAST));
float fDelay = GetDistanceBetween(oPC, oTarget)/20;
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, nReflexSaveType);
if(nDamage > 0)
{
//Make SR Check
int iSR = PRCDoResistSpell(oPC, oTarget, nPenetr);
if(!iSR)
{
//Apply secondary effects from essence invocations
if(nEssence == INVOKE_PENETRATING_BLAST || nEssence2 == INVOKE_PENETRATING_BLAST)
{
eEssence = EffectSpellResistanceDecrease(5);
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
}
if((nEssence == INVOKE_HINDERING_BLAST || nEssence2 == INVOKE_HINDERING_BLAST) && PRCGetIsAliveCreature(oTarget))
{
eEssence = EffectSlow();
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
}
if(nEssence == INVOKE_BINDING_BLAST || nEssence2 == INVOKE_BINDING_BLAST)
{
eEssence = EffectStunned();
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
}
if(nEssence == INVOKE_BEWITCHING_BLAST || nEssence2 == INVOKE_BEWITCHING_BLAST)
{
eEssence = PRCEffectConfused();
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
}
if((nEssence == INVOKE_BESHADOWED_BLAST || nEssence2 == INVOKE_BESHADOWED_BLAST) && PRCGetIsAliveCreature(oTarget))
{
eEssence = EffectBlindness();
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
}
if((nEssence == INVOKE_HELLRIME_BLAST || nEssence2 == INVOKE_HELLRIME_BLAST))
{
eEssence = EffectAbilityDecrease(ABILITY_DEXTERITY, 4);
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(10));
}
if(nEssence == INVOKE_UTTERDARK_BLAST || nEssence2 == INVOKE_UTTERDARK_BLAST)
{
eEssence = EffectNegativeLevel(2);
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, HoursToSeconds(1));
}
if(nEssence == INVOKE_FRIGHTFUL_BLAST || nEssence2 == INVOKE_FRIGHTFUL_BLAST)
{
effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eFear = EffectFrightened();
effect eAttackD = EffectAttackDecrease(2);
effect eDmgD = EffectDamageDecrease(2,DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
effect SaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2);
effect Skill = EffectSkillDecrease(SKILL_ALL_SKILLS,2);
eEssence = EffectLinkEffects(eDmgD, eDur2);
eEssence = EffectLinkEffects(eEssence, eAttackD);
eEssence = EffectLinkEffects(eEssence, SaveD);
eEssence = EffectLinkEffects(eEssence, eFear);
eEssence = EffectLinkEffects(eEssence, Skill);
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
}
if(nEssence == INVOKE_NOXIOUS_BLAST || nEssence2 == INVOKE_NOXIOUS_BLAST)
{
eEssence = EffectDazed();
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, TurnsToSeconds(1));
}
if(nEssence == INVOKE_CORRUPTING_BLAST || nEssence2 == INVOKE_CORRUPTING_BLAST)
{
if(CheckTurnUndeadUses(oPC, 1))
{
int nRed = GetLevelByClass(CLASS_TYPE_ELDRITCH_DISCIPLE, oPC) / 2;
if(nRed < 1) nRed = 1;
eEssence = EffectSavingThrowDecrease(SAVING_THROW_WILL, nRed);
eEssence = EffectLinkEffects(eEssence, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, RoundsToSeconds(1));
}
else
SpeakStringByStrRef(40550);//"This ability is tied to your turn undead ability, which has no more uses for today."
}
if((nEssence == INVOKE_SICKENING_BLAST || nEssence2 == INVOKE_SICKENING_BLAST) && PRCGetIsAliveCreature(oTarget))
{
eEssence = EffectSickened();
if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEssence, oTarget, 60.0);
}
if((nEssence == INVOKE_BRIMSTONE_BLAST || nEssence2 == INVOKE_BRIMSTONE_BLAST) && !GetLocalInt(oTarget, "BrimstoneFire"))
{
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
{
SetLocalInt(oTarget, "BrimstoneFire", TRUE);
int nDuration = nInvLevel / 5;
DelayCommand(RoundsToSeconds(nDuration), DeleteLocalInt(oTarget, "BrimstoneFire"));
int i;
float fRound = RoundsToSeconds(1);
for(i = 1; i <= nDuration; i++)
{
DelayCommand(fRound * i, DoDelayedBlast(oTarget));
}
}
}
//Apply the VFX impact
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
//Vitriolic ignores SR
if(nEssence == INVOKE_VITRIOLIC_BLAST || nEssence2 == INVOKE_VITRIOLIC_BLAST)
{
//Apply the VFX impact
if(iSR) ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
//Apply secondary effect from essence invocations
int nDuration = nInvLevel / 5;
int i;
float fRound = RoundsToSeconds(1);
for(i = 1; i <= nDuration; i++)
{
DelayCommand(fRound * i, DoDelayedBlast(oTarget, DAMAGE_TYPE_ACID, VFX_IMP_ACID_S));
}
}
//Apply damage effect
ApplyBlastDamage(oPC, oTarget, 1, iSR, nDamage, nDamageType, nDamageType2, nHellFire, FALSE);
}
}
//Get next target in spell area
oTarget = MyNextObjectInShape(nShape, fRange, lTargetArea, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
if(DEBUG) DoDebug("inv_eldtch_shape: Next target is: " + DebugObject2Str(oTarget));
}
if(nBlast == INVOKE_ELDRITCH_LINE)
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(nBeamVFX, oPC, BODY_NODE_HAND, FALSE), oBeamTarget, 1.0f);
else if(nBlast == INVOKE_ELDRITCH_DOOM)
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(nBeamVFX), lTargetArea, 1.0f);
//Remove the created beam target object if it exists
if (GetResRef(oBeamTarget) == "prc_invisobj") DestroyObject(oBeamTarget, 3.0);
if(bSculptor)
{
if(!GetLocalInt(oPC, "UsingSecondBlast"))
{
SetLocalInt(oPC, "UsingSecondBlast", TRUE);
UseInvocation(nBlast, CLASS_TYPE_WARLOCK, 0, TRUE);
}
else
DeleteLocalInt(oPC, "UsingSecondBlast");
}
}