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