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.
65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Greater Ruin
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//:: X2_S2_Ruin
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// The caster deals 35d6 damage to a single target
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fort save for half damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 18, 2002
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//:://////////////////////////////////////////////
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/*
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Altered by Boneshank, for purposes of the Epic Spellcasting project.
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*/
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#include "prc_alterations"
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//#include "inc_dispel"
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#include "inc_epicspells"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION);
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if (!X2PreSpellCastCode())
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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return;
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}
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if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_GR_RUIN))
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{
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//Declare major variables
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object oTarget = PRCGetSpellTargetObject();
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float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
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//Roll damage
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int nDam = d6(35);
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//Set damage effect
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if (PRCMySavingThrow(SAVING_THROW_FORT,oTarget,GetEpicSpellSaveDC(OBJECT_SELF, oTarget),SAVING_THROW_TYPE_SPELL,OBJECT_SELF) != 0 )
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{
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nDam /=2;
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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nDam = 0;
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}
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY);
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ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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}
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