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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/*:://////////////////////////////////////////////
//:: Spell Name Crushing Despair
//:: Spell FileName phs_s_crushdispa
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Range: 10M. Area: Cone-shaped burst. Duration: 1 min./level
Saving Throw: Will negates Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each
affected creature takes a -2 penalty on attack rolls, saving throws, skill
checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
We have no visuals for this, but can apply the effects, just no cone.
Removes Good Hope or applys effects.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_CRUSHING_DISPARE)) return;
// Delcare Major Variables.
object oCaster = OBJECT_SELF;
object oTarget;
location lTarget = GetSpellTargetLocation();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
float fDelay;
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
// Delcare Effects
// "-2 morale bonus on saving throws, attack rolls, skill
// checks, and weapon damage rolls"
effect eSkills = EffectSkillDecrease(SKILL_ALL_SKILLS, 2);
effect eAttack = EffectAttackDecrease(2);
effect eDamage = EffectDamageDecrease(2);
effect eSave = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
// Impact VFX
effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
// This is the dispell effect used when they have crushing dispare.
effect eDispel = EffectVisualEffect(VFX_IMP_HEAD_ODD);
// Link effects
effect eLink = EffectLinkEffects(eSkills, eAttack);
eLink = EffectLinkEffects(eLink, eDamage);
eLink = EffectLinkEffects(eLink, eSave);
eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eCessate);
// Declare the spell shape, size and the location. 10M
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CRUSHING_DISPARE, FALSE);
// Delay for visuals and effects.
fDelay = GetDistanceBetween(oCaster, oTarget)/20;
// Spell Resistance and Immunity
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Mind affecting will save
if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
{
// If we can dispel Good Hope, do so
if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_GOOD_HOPE, oTarget, fDelay))
{
// Apply effect if we remove any.
DelayCommand(fDelay, PHS_ApplyInstant(oTarget, eDispel));
}
else
{
// Apply the VFX impact and effects
DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration));
}
}
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
}
}