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.
105 lines
3.9 KiB
Plaintext
105 lines
3.9 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Whirlwind: On Heartbeat
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//:: Spell FileName PHS_S_WhirlwindC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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AOE On Heartbeat:
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- Acts the same as the on enter, does the same things (with a small random delay)
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(note: safety catch, if they still have the Knockdown from it, or a
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special visual for same amount of seconds, the next heartbeat or any On
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Enter's won't affect them)
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- Does 3d6 damage, reflex save half, and if they fail thier first reflex save,
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there is a second else knockdown for 6 seconds.
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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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// Check AOE status
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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int nMetaMagic = PHS_GetAOEMetaMagic();
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int nReflex, nDam;
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int bApplied = FALSE;
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float fNewDuration, fDelay;
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// Duration is 1 round
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float fDuration = RoundsToSeconds(1);
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// Declare major effects
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effect eNoKnockdown = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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effect eKnockdown = EffectKnockdown();
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// Start cycling through the AOE Object for viable targets
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oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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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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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget) &&
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// Cannot have effects of this spell already
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!GetHasSpellEffect(PHS_SPELL_WHIRLWIND, oTarget))
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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_WHIRLWIND);
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// Get a small delay
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fDelay = PHS_GetRandomDelay(0.1, 2.0);
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fNewDuration = fDuration - fDelay;
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// Check spell resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Reflex save 1
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nReflex = PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster);
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// Get damage
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nDam = PHS_MaximizeOrEmpower(6, 3, nMetaMagic);
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// Change the damage done
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nDam = PHS_ReflexAdjustDamage(nReflex, nDam, oTarget);
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// Do damage, if any
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if(nDam > 0)
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{
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_BLUDGEONING));
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}
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// Second part is a reflex save, 2nd, to stop being knocked down
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if(nReflex == FALSE)
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{
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// Do second save
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if(!PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
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{
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// Do knockdown for 6 seconds
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bApplied = TRUE;
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eKnockdown, fNewDuration));
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}
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}
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}
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// If we didn't apply a temp effect, apply one so this doesn't fire a lot
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if(bApplied == FALSE)
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{
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// Apply duration effect
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eNoKnockdown, fNewDuration));
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}
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// Reset flag
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bApplied = FALSE;
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}
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//Get next target.
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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}
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}
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