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.
77 lines
2.9 KiB
Plaintext
77 lines
2.9 KiB
Plaintext
/*
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15/02/19 by Stratovarius
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Curtain of Shadows
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Initiate, Veil of Shadows
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Level/School: 5th/Transmutation
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Range: Close (25 ft. + 5 ft./2 levels)
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Effect: Shadowy wall
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Duration: 1 minute/level
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Saving Throw: None
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Spell Resistance: No
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You create a wall of frigid shadow that wracks all who pass through it with cold.
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You create a wall of shadow. Any creature passing through the wall takes 1d6 points of cold damage per caster level (maximum 15d6).
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*/
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void DecrementTentacleCount(object oTarget, string sVar)
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{
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SetLocalInt(oTarget, sVar, GetLocalInt(oTarget, sVar) - 1);
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}
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#include "shd_inc_shdfunc"
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#include "prc_inc_combmove"
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void main()
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{
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if (!GetIsObjectValid(GetAreaOfEffectCreator()))
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{
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DestroyObject(OBJECT_SELF);
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return;
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}
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//Declare major variables
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object oShadow = GetAreaOfEffectCreator();
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struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST);
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object oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow) && GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE)
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oShadow, SPELL_EVARDS_BLACK_TENTACLES));
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//now do grappling and stuff
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int nGrappleSucessful = FALSE;
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//this spell doesnt need to make a touch attack
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//as defined in the spell
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int nAttackerGrappleMod = myst.nShadowcasterLevel + 8;
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nGrappleSucessful = _DoGrappleCheck(OBJECT_INVALID, oTarget, nAttackerGrappleMod);
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if(nGrappleSucessful)
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{
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//if already being grappled, apply damage
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if(GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF)))
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{
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//apply the damage
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int nDamage = MetashadowsDamage(myst, 6, 1, 4);
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effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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//now being grappled
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AssignCommand(oTarget, ClearAllActions());
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effect eHold = EffectCutsceneImmobilize();
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effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R);
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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//eLink = EffectKnockdown();
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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SetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF),
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GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF))+1);
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DelayCommand(6.1, DecrementTentacleCount(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF)));
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}
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}
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oTarget = GetNextInPersistentObject();
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}
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}
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