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.
103 lines
4.7 KiB
Plaintext
103 lines
4.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Storm of Vengeance: Heartbeat
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//:: NW_S0_StormVenC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates an AOE that decimates the enemies of
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the cleric over a 30ft radius around the caster
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 8, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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//:: Elemental Damage note: Only made the lightning aspect variable, the acid aspect is always acid.
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//:: the Lightning part seemed like the better of the 2 to go with because it accounts for more
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//:: of the total damage than the acid does.
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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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_CONJURATION);
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//Declare major variables
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effect eStun = EffectStunned();
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effect eVisAcid = EffectVisualEffect(VFX_IMP_ACID_S);
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effect eVisElec = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
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effect eVisStun = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eStun, eVisStun);
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eLink = EffectLinkEffects(eLink, eDur);
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float fDelay;
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int CasterLvl = PRCGetCasterLevel(GetAreaOfEffectCreator());
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int nPenetr = SPGetPenetrAOE(GetAreaOfEffectCreator(),CasterLvl);
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//Get first target in spell area
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object oTarget = GetFirstInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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int nDamage = d6(6);
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nDamage += SpellDamagePerDice(GetAreaOfEffectCreator(), 6);
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effect eElec = PRCEffectDamage(oTarget, nDamage, ChangedElementalDamage(GetAreaOfEffectCreator(), DAMAGE_TYPE_ELECTRICAL));
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, GetAreaOfEffectCreator()))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_STORM_OF_VENGEANCE));
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//Make an SR Check
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fDelay = PRCGetRandomDelay(0.5, 2.0);
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if(PRCDoResistSpell(GetAreaOfEffectCreator(), oTarget,nPenetr, fDelay) == 0)
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{
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int nDC = PRCGetSaveDC(oTarget,GetAreaOfEffectCreator());
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int nAcid = d6(3);
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nAcid += SpellDamagePerDice(GetAreaOfEffectCreator(), 3);
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(SPELL_STORM_OF_VENGEANCE, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, GetAreaOfEffectCreator()))
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nAcid += 3;
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effect eAcid = PRCEffectDamage(oTarget, nAcid, DAMAGE_TYPE_ACID);
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//Make a saving throw check
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// * if the saving throw is made they still suffer acid damage.
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// * if they fail the saving throw, they suffer Electrical damage too
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if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (nDC), SAVING_THROW_TYPE_ELECTRICITY, GetAreaOfEffectCreator(), fDelay))
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{
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//Apply the VFX impact and effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
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if (d2()==1)
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{
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
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}
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}
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else
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{
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//Apply the VFX impact and effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
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//Apply the VFX impact and effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eElec, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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