PRC8/nwn/nwnprc/trunk/spells/x1_s2_imbuearrow.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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////////////////////////////////////////////////////////////////////////////////
// IMBUE ARROW //
////////////////////////////////////////////////////////////////////////////////
// //
// Script run when the Imbue Arrow feat is used. //
// //
////////////////////////////////////////////////////////////////////////////////
//Edited By : Nailog //
//Last Edited : 7-26-2004 //
////////////////////////////////////////////////////////////////////////////////
#include "prc_inc_sp_tch"
#include "prc_add_spell_dc"
//*GZ: 2003-07-23. honor critical and weapon spec
// Updated: 02/14/2008 CraigW - Added support for Epic Weapon Specialization.
// nCrit -
int PRCArcaneArcherDamageDoneByBow(int bCrit = FALSE, object oUser = OBJECT_SELF)
{
object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
int nDamage;
int bSpec = FALSE;
int bEpicSpecialization = FALSE;
if (GetIsObjectValid(oItem) == TRUE)
{
if (GetBaseItemType(oItem) == BASE_ITEM_LONGBOW )
{
nDamage = d8();
if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_LONGBOW,oUser))
{
bSpec = TRUE;
}
if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_LONGBOW,oUser))
{
bEpicSpecialization = TRUE;
}
}
else
if (GetBaseItemType(oItem) == BASE_ITEM_SHORTBOW)
{
nDamage = d6();
if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_SHORTBOW,oUser))
{
bSpec = TRUE;
}
if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTBOW,oUser))
{
bEpicSpecialization = TRUE;
}
}
else
return 0;
}
else
{
return 0;
}
// add strength bonus
int nStrength = GetAbilityModifier(ABILITY_STRENGTH,oUser);
nDamage += nStrength;
if (bSpec == TRUE)
{
nDamage +=2;
}
if ( bEpicSpecialization == TRUE )
{
nDamage +=4;
}
if (bCrit == TRUE)
{
nDamage *=3;
}
return nDamage;
}
//*GZ: 2003-07-23. Properly calculated enhancement bonus
int PRCArcaneArcherCalculateBonus()
{
int nLevel = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER, OBJECT_SELF);
if (nLevel == 0) //not an arcane archer?
{
return 0;
}
int nBonus = ((nLevel+1)/2); // every odd level after 1 get +1
return nBonus;
}
void main()
{
//modified by primogenitor
//removed conversation etc, now in main spellhook instead
//this feat will be applied as a bonus feat on the hide
//when the switch PRC_USE_NEW_IMBUE_ARROW is off
/*//Reroute feat to conversation, only for PCs.
if (GetIsPC(OBJECT_SELF))
{
string sScript = PRCGetUserSpecificSpellScript();
if (sScript != "aa_spellhook")
{
SetLocalString(OBJECT_SELF,"temp_spell_at_inst",sScript);
PRCSetUserSpecificSpellScript("aa_spellhook");
}
//If in combat, can't converse.
if (GetIsInCombat())
{
FloatingTextStringOnCreature("* cast spell on arrow to Imbue *", OBJECT_SELF);
}
else
{
ActionStartConversation(OBJECT_SELF, "aa_imbuearrow", TRUE, FALSE);
}
}
else
{*/
////////////////////////////////////////////////////////////////////////////
// DEFAULT IMBUE ARROW SCRIPT //
////////////////////////////////////////////////////////////////////////////
// //
// Allow NPCs to continue using old imbue arrow, since writing AI to //
// handle new imbue would be a large task. //
// //
////////////////////////////////////////////////////////////////////////////
//Declare major variables
object oCaster = OBJECT_SELF;
int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oCaster); // * get a bonus of +10 to make this useful for arcane archer
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = PRCGetSpellTargetLocation();
//Limit Caster level for the purposes of damage
if (nCasterLvl > 10)
{
nCasterLvl = 10 + ((nCasterLvl-10)/2); // add some epic progression of 1d6 per 2 levels after 10
}
else // * preserve minimum damage of 10d6
{
nCasterLvl = 10;
}
object oTarget = PRCGetSpellTargetObject();
// * GZ: Add arrow damage if targeted on creature...
if (GetIsObjectValid(oTarget ))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
{
int nTouch = PRCDoRangedTouchAttack(oTarget);;
if (nTouch > 0)
{
nDamage = PRCArcaneArcherDamageDoneByBow(nTouch ==2);
int nBonus = PRCArcaneArcherCalculateBonus() ;
effect ePhysical = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_PIERCING,IPGetDamagePowerConstantFromNumber(nBonus));
effect eMagic = PRCEffectDamage(oTarget, nBonus, DAMAGE_TYPE_MAGICAL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, ePhysical, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eMagic, oTarget);
}
}
}
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF) == TRUE)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId(), TRUE));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nCasterLvl + SPGetPenetr(), fDelay))
{
//Roll damage for each target
nDamage = d6(nCasterLvl);
//Resolve metamagic
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
////////////////////////////////////////////////////////////////////////////
// END DEFAULT //
////////////////////////////////////////////////////////////////////////////
//}
}