PRC8/nwn/nwnprc/trunk/newspellbook/true_ego_drake.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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/*
----------------
Cadence of the Thunder Drake
Acolyte of the Ego level 2+
true_ego_fort
----------------
3/1/20 by Stratovarius
Type of Feat: Class
Prerequisite: Acolye of the Ego 2+
Specifics: You can make a single breath weapon attack— specifically, a 20-foot cone of painful noise that deals 2d6 points of
sonic damage per morphic cadence you know. The Reflex save to halve the damage is DC 10 + your acolyte of the ego class level + your Con modifier + the number of morphic cadences you know.
Use: Selected.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
void main()
{
/*
Spellcast Hook Code
Added 2006-7-19 by Stratovarius
If you want to make changes to all utterances
check true_utterhook to find out more
*/
if (!TruePreUtterCastCode())
{
// If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oTrueSpeaker = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
// Cadences always use personal truenames, even when targeting another creature
struct utterance utter = EvaluateUtterance(oTrueSpeaker,
oTrueSpeaker,
METAUTTERANCE_NONE/* Use METAUTTERANCE_NONE if it has no Metautterance usable*/,
LEXICON_EVOLVING_MIND /* Uses the same DC formula*/);
if(utter.bCanUtter)
{
int nClass = GetLevelByClass(CLASS_TYPE_ACOLYTE_EGO, oTrueSpeaker);
int nDice = GetCadenceCount(oTrueSpeaker);
// Figure out where the cone was targetted.
location lTargetLocation = PRCGetSpellTargetLocation();
int nSaveDC = 10 + nClass + nDice + GetAbilityModifier(ABILITY_CONSTITUTION, oTrueSpeaker);
oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(20.0), lTargetLocation, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oTrueSpeaker))
{
//Get the distance between the target and caster to delay the application of effects
float fDelay = PRCGetSpellEffectDelay(lTargetLocation, oTarget);
// Roll damage for each target
int nDamage = d6(nDice * 2);
// Adjust damage according to Reflex Save, Evasion or Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nSaveDC, SAVING_THROW_TYPE_SONIC);
// Apply effects to the currently selected target.
if(nDamage > 0)
{
effect eDamage = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_SONIC);
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SONIC), oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, FeetToMeters(20.0), lTargetLocation, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
// Mark for the Law of Sequence. This only happens if the cadence succeeds, which is why its down here.
DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
}// end if - Successful utterance
}