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.
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Inferno
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| //:: x0_s0_inferno.nss
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| //:: Copyright (c) 2000 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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|     Does 2d6 fire per round
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|     Duration: 1 round per level
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Aidan Scanlan
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| //:: Created On: 01/09/01
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| //:://////////////////////////////////////////////
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| //:: Rewritten: Georg Zoeller, 2003-Oct-19
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| //::            - VFX update
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| //::            - Spell no longer stacks with itself
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| //::            - Spell can now be dispelled
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| //::            - Spell is now much less cpu expensive
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| 
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| //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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| #include "prc_inc_spells"
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| #include "prc_alterations"
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| #include "prc_add_spell_dc"
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| 
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| void RunImpact(object oTarget, object oCaster, int nMetamagic,int EleDmg);
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| 
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| void main()
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| {
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| 
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|     DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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|     SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION);
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| 
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| 
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| 
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|     object oTarget = PRCGetSpellTargetObject();
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| 
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|     //--------------------------------------------------------------------------
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|     // Spellcast Hook Code
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|     // Added 2003-06-20 by Georg
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|     // If you want to make changes to all spells, check x2_inc_spellhook.nss to
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|     // find out more
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|     //--------------------------------------------------------------------------
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|     if (!X2PreSpellCastCode())
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|     {
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|         return;
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|     }
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|     // End of Spell Cast Hook
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| 
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|     //--------------------------------------------------------------------------
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|     // This spell no longer stacks. If there is one of that type, thats ok
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|     //--------------------------------------------------------------------------
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|     if (GetHasSpellEffect(GetSpellId(),oTarget) || GetHasSpellEffect(SPELL_COMBUST,oTarget))
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|     {
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|         FloatingTextStrRefOnCreature(100775,OBJECT_SELF,FALSE);
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|         return;
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|     }
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| 
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|     //--------------------------------------------------------------------------
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|     // Calculate the duration
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|     //--------------------------------------------------------------------------
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|     int nMetaMagic = PRCGetMetaMagicFeat();
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|     int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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|     int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_FIRE);
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| 
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|     int nDuration = CasterLvl ;
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|     int nPenetr =  CasterLvl + SPGetPenetr();
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| 
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|     if ((nMetaMagic & METAMAGIC_EXTEND))
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|     {
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|        nDuration = nDuration * 2;
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|     }
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| 
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|     if (nDuration < 1)
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|     {
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|         nDuration = 1;
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|     }
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| 
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|     //--------------------------------------------------------------------------
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|     // Flamethrower VFX, thanks to Alex
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|     //--------------------------------------------------------------------------
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|     effect eRay      = EffectBeam(444,OBJECT_SELF,BODY_NODE_CHEST);
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|     effect eDur      = EffectVisualEffect(498);
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| 
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| 
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|     SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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| 
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|     float fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/13;
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| 
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|     if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr))
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|     {
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|         //----------------------------------------------------------------------
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|         // Engulf the target in flame
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|         //----------------------------------------------------------------------
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|         SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 3.0f,FALSE);
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| 
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| 
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|         //----------------------------------------------------------------------
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|         // Apply the VFX that is used to track the spells duration
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|         //----------------------------------------------------------------------
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|         DelayCommand(fDelay,SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,eDur,oTarget,RoundsToSeconds(nDuration),FALSE));
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|         object oSelf = OBJECT_SELF; // because OBJECT_SELF is a function
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|         DelayCommand(fDelay+0.1f,RunImpact(oTarget, oSelf,nMetaMagic,EleDmg));
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|     }
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|     else
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|     {
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|         //----------------------------------------------------------------------
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|         // Indicate Failure
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|         //----------------------------------------------------------------------
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|         SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 2.0f,FALSE);
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|         effect eSmoke = EffectVisualEffect(VFX_IMP_REFLEX_SAVE_THROW_USE);
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|         DelayCommand(fDelay+0.3f,SPApplyEffectToObject(DURATION_TYPE_INSTANT,eSmoke,oTarget));
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|     }
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| 
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| }
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| 
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| 
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| void RunImpact(object oTarget, object oCaster, int nMetaMagic,int EleDmg)
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| {
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|     //--------------------------------------------------------------------------
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|     // Check if the spell has expired (check also removes effects)
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|     //--------------------------------------------------------------------------
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|     if (PRCGetDelayedSpellEffectsExpired(446,oTarget,oCaster))
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|     {
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|         return;
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|     }
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| 
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|     if (GetIsDead(oTarget) == FALSE)
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|     {
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|         //----------------------------------------------------------------------
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|         // Calculate Damage
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|         //----------------------------------------------------------------------
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|         int nDamage = PRCMaximizeOrEmpower(6,2,nMetaMagic);
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|         nDamage += SpellDamagePerDice(oCaster, 2);
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|         //nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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|         effect eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
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|         effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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|         eDam = EffectLinkEffects(eVis,eDam); // flare up
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|         SPApplyEffectToObject (DURATION_TYPE_INSTANT,eDam,oTarget);
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|         DelayCommand(6.0f,RunImpact(oTarget,oCaster,nMetaMagic,EleDmg));
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|     }
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| 
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| DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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| // Erasing the variable used to store the spell's spell school
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| }
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| 
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