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.
66 lines
2.5 KiB
Plaintext
66 lines
2.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Frightful Presence
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//:: FileName inv_dra_frtpres.nss
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//::///////////////////////////////////////////////
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/*
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Lesser Invocation
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3rd Level Spell
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You can cast this invocation as a swift action. Any
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enemies who are within 30' and fail a Will save are
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shaken for 10 minutes. This is a mind-affecting
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effect.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
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int nPenetr = CasterLvl + SPGetPenetr();
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int nDamage;
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float fDuration = RoundsToSeconds(CasterLvl);
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float fRange = FeetToMeters(30.0);
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eShaken = EffectShaken();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Link the shaken effects
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effect eLink = EffectLinkEffects(eShaken, eDur);
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//Get first target in the spell cone
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(oCaster));
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF)
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&& MyPRCGetRacialType(oTarget)!= RACIAL_TYPE_DRAGON)
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{
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_FRIGHTFUL_PRESENCE));
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//Make SR Check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Make a will save - if failed, shaken for 10 minutes
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
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{
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(10), TRUE, -1, CasterLvl));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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}
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//Get next target in the spell cone
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(oCaster));
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}
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} |