PRC8/nwn/nwnprc/trunk/smp/phs_s_whirlwindc.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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/*:://////////////////////////////////////////////
//:: Spell Name Whirlwind: On Heartbeat
//:: Spell FileName PHS_S_WhirlwindC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
AOE On Heartbeat:
- Acts the same as the on enter, does the same things (with a small random delay)
(note: safety catch, if they still have the Knockdown from it, or a
special visual for same amount of seconds, the next heartbeat or any On
Enter's won't affect them)
- Does 3d6 damage, reflex save half, and if they fail thier first reflex save,
there is a second else knockdown for 6 seconds.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Check AOE status
if(!PHS_CheckAOECreator()) return;
// Declare major variables
object oTarget;
object oCaster = GetAreaOfEffectCreator();
int nSpellSaveDC = PHS_GetAOESpellSaveDC();
int nMetaMagic = PHS_GetAOEMetaMagic();
int nReflex, nDam;
int bApplied = FALSE;
float fNewDuration, fDelay;
// Duration is 1 round
float fDuration = RoundsToSeconds(1);
// Declare major effects
effect eNoKnockdown = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
effect eKnockdown = EffectKnockdown();
// Start cycling through the AOE Object for viable targets
oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// PvP Check
if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!PHS_TotalSpellImmunity(oTarget) &&
// Cannot have effects of this spell already
!GetHasSpellEffect(PHS_SPELL_WHIRLWIND, oTarget))
{
// Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_WHIRLWIND);
// Get a small delay
fDelay = PHS_GetRandomDelay(0.1, 2.0);
fNewDuration = fDuration - fDelay;
// Check spell resistance
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Reflex save 1
nReflex = PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster);
// Get damage
nDam = PHS_MaximizeOrEmpower(6, 3, nMetaMagic);
// Change the damage done
nDam = PHS_ReflexAdjustDamage(nReflex, nDam, oTarget);
// Do damage, if any
if(nDam > 0)
{
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_BLUDGEONING));
}
// Second part is a reflex save, 2nd, to stop being knocked down
if(nReflex == FALSE)
{
// Do second save
if(!PHS_SavingThrow(SAVING_THROW_REFLEX, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, oCaster))
{
// Do knockdown for 6 seconds
bApplied = TRUE;
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eKnockdown, fNewDuration));
}
}
}
// If we didn't apply a temp effect, apply one so this doesn't fire a lot
if(bApplied == FALSE)
{
// Apply duration effect
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eNoKnockdown, fNewDuration));
}
// Reset flag
bApplied = FALSE;
}
//Get next target.
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
}
}