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.
96 lines
3.7 KiB
Plaintext
96 lines
3.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Sound Burst
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//:: Spell FileName PHS_S_SoundBurst
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Sonic. Level 2. Close range. 10ft Radius (3.33M), Fortitude partial, SR
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applies.
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You blast an area with a tremendous cacophony. Every creature in the area
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takes 1d8 points of sonic damage and must succeed on a Fortitude save to
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avoid being stunned for 1 round.
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Creatures that cannot hear are not stunned but are still damaged.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says. RADIUS_SIZE_MEDIUM = 3.33M
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_SOUND_BURST)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nDam;
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float fDelay;
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// Get duration of the stun (metamagic extend?)
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float fDuration = PHS_GetDuration(PHS_ROUNDS, 1, nMetaMagic);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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effect eStun = EffectStunned();
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Link stun effects
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effect eLink = EffectLinkEffects(eStun, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Apply AOE location explosion
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effect eExplode = EffectVisualEffect(VFX_FNF_SOUND_BURST);
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PHS_ApplyLocationVFX(lTarget, eExplode);
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// Get all targets in a sphere, medium (3.33M) radius, creatures only.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster))
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{
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SOUND_BURST);
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// Spell resistance And immunity checking.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Roll damage for each target
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nDam = PHS_MaximizeOrEmpower(8, 1, nMetaMagic);
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// We will stun the target if they can hear
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if(PHS_GetCanHear(oTarget) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_STUN, fDelay) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS, fDelay))
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{
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// Fortitude save negates the stun
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if(PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_SONIC, oCaster, fDelay))
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{
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// Apply stun effects
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eLink, fDuration));
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}
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}
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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