PRC8/nwn/nwnprc/trunk/newspellbook/moi_mld_winterth.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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/*
13/1/20 by Stratovarius
Winter Mask
Descriptors: Cold
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
Chakra Bind (Throat)
White fur spreads down from your winter mask to cover your throat. Your mouth is filled with a pleasant cold, like sucking a piece of ice on a hot day.
You gain the ability to breathe a cone of cold. Once every 1d4 rounds, you can emit a 15-foot-long cone of cold. Targets in the cone take 2d6 points of cold damage
plus 2d6 additional points of damage for every point of invested essentia (Reflex half).
*/
#include "moi_inc_moifunc"
void main()
{
object oMeldshaper = OBJECT_SELF;
if (!GetLocalInt(oMeldshaper, "WinterMaskTimer"))
{
object oTarget = PRCGetSpellTargetObject();
int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_WINTER_MASK);
int nMeldshaperLvl = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_WINTER_MASK);
int nDice = 1 + GetEssentiaInvested(oMeldshaper, MELD_WINTER_MASK);
effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
//Get the first target in the radius around the caster
oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(15.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oMeldshaper)
{
// Check Spell Resistance
if(!PRCDoResistSpell(oMeldshaper, oTarget, nMeldshaperLvl))
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
int nDamage = d6(nDice*2);
//Run the damage through the various reflex save and evasion feats
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);
if(nDamage > 0)
{
effect eFire = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
// Apply effects to the currently selected target.
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
}
//Get the next target in the specified area around the caster
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, FeetToMeters(15.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE);
}
SetLocalInt(oMeldshaper, "WinterMaskTimer", TRUE);
float fDelay = RoundsToSeconds(d4());
DelayCommand(fDelay, DeleteLocalInt(oMeldshaper, "WinterMaskTimer"));
DelayCommand(fDelay, FloatingTextStringOnCreature("You may use your Winter's Mask Breath Attack", oMeldshaper, FALSE));
}
}