PRC8/nwn/nwnprc/trunk/spells/x2_s2_cursesong.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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//::///////////////////////////////////////////////
//:: Curse Song
//:: X2_S2_CurseSong
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spells applies penalties to all of the
bard's enemies within 30ft for a set duration of
10 rounds.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: May 16, 2003
//:://////////////////////////////////////////////
//:: Last Updated By: Andrew Nobbs May 20, 2003
#include "prc_inc_clsfunc"
void main()
{
if (!GetHasFeat(FEAT_BARD_SONGS, OBJECT_SELF))
{
FloatingTextStrRefOnCreature(85587,OBJECT_SELF); // no more bardsong uses left
return;
}
if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
{
FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
return;
}
//RemoveOldSongEffects(OBJECT_SELF,GetSpellId());
//Declare major variables
int nLevel = GetLevelByClass(CLASS_TYPE_BARD) +
GetLevelByClass(CLASS_TYPE_MINSTREL_EDGE)/2 +
GetLevelByClass(CLASS_TYPE_DIRGESINGER) +
GetLevelByClass(CLASS_TYPE_VIRTUOSO);
int nRanks = GetSkillRank(SKILL_PERFORM);
if (GetHasFeat(FEAT_DRAGONSONG, OBJECT_SELF)) nRanks+= 2;
int nPerform = nRanks;
int nDuration = 10; //+ nChr;
effect eAttack;
effect eDamage;
effect eWill;
effect eFort;
effect eReflex;
effect eHP;
effect eAC;
effect eSkill;
int nAttack;
int nDamage;
int nWill;
int nFort;
int nReflex;
int nHP;
int nAC;
int nSkill;
//Check to see if the caster has Lasting Impression and increase duration.
if(GetHasFeat(870))
{
nDuration *= 10;
}
if(GetHasFeat(424)) // lingering song
{
nDuration += 5;
}
if(nPerform >= 100 && nLevel >= 30)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 48;
nAC = 7;
nSkill = 18;
}
else if(nPerform >= 95 && nLevel >= 29)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 46;
nAC = 6;
nSkill = 17;
}
else if(nPerform >= 90 && nLevel >= 28)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 44;
nAC = 6;
nSkill = 16;
}
else if(nPerform >= 85 && nLevel >= 27)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 42;
nAC = 6;
nSkill = 15;
}
else if(nPerform >= 80 && nLevel >= 26)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 40;
nAC = 6;
nSkill = 14;
}
else if(nPerform >= 75 && nLevel >= 25)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 38;
nAC = 6;
nSkill = 13;
}
else if(nPerform >= 70 && nLevel >= 24)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 36;
nAC = 5;
nSkill = 12;
}
else if(nPerform >= 65 && nLevel >= 23)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 34;
nAC = 5;
nSkill = 11;
}
else if(nPerform >= 60 && nLevel >= 22)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 32;
nAC = 5;
nSkill = 10;
}
else if(nPerform >= 55 && nLevel >= 21)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 30;
nAC = 5;
nSkill = 9;
}
else if(nPerform >= 50 && nLevel >= 20)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 28;
nAC = 5;
nSkill = 8;
}
else if(nPerform >= 45 && nLevel >= 19)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 26;
nAC = 5;
nSkill = 7;
}
else if(nPerform >= 40 && nLevel >= 18)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 24;
nAC = 5;
nSkill = 6;
}
else if(nPerform >= 35 && nLevel >= 17)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 22;
nAC = 5;
nSkill = 5;
}
else if(nPerform >= 30 && nLevel >= 16)
{
nAttack = 2;
nDamage = 3;
nWill = 3;
nFort = 2;
nReflex = 2;
nHP = 20;
nAC = 5;
nSkill = 4;
}
else if(nPerform >= 24 && nLevel >= 15)
{
nAttack = 2;
nDamage = 3;
nWill = 2;
nFort = 2;
nReflex = 2;
nHP = 16;
nAC = 4;
nSkill = 3;
}
else if(nPerform >= 21 && nLevel >= 14)
{
nAttack = 2;
nDamage = 3;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 16;
nAC = 3;
nSkill = 2;
}
else if(nPerform >= 18 && nLevel >= 11)
{
nAttack = 2;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 8;
nAC = 2;
nSkill = 2;
}
else if(nPerform >= 15 && nLevel >= 8)
{
nAttack = 2;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 8;
nAC = 0;
nSkill = 1;
}
else if(nPerform >= 12 && nLevel >= 6)
{
nAttack = 1;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 1;
nHP = 0;
nAC = 0;
nSkill = 1;
}
else if(nPerform >= 9 && nLevel >= 3)
{
nAttack = 1;
nDamage = 2;
nWill = 1;
nFort = 1;
nReflex = 0;
nHP = 0;
nAC = 0;
nSkill = 0;
}
else if(nPerform >= 6 && nLevel >= 2)
{
nAttack = 1;
nDamage = 1;
nWill = 1;
nFort = 0;
nReflex = 0;
nHP = 0;
nAC = 0;
nSkill = 0;
}
else if(nPerform >= 3 && nLevel >= 1)
{
nAttack = 1;
nDamage = 1;
nWill = 0;
nFort = 0;
nReflex = 0;
nHP = 0;
nAC = 0;
nSkill = 0;
}
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
eAttack = EffectAttackDecrease(nAttack);
eDamage = EffectDamageDecrease(nDamage, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
effect eLink = EffectLinkEffects(eAttack, eDamage);
if(nWill > 0)
{
eWill = EffectSavingThrowDecrease(SAVING_THROW_WILL, nWill);
eLink = EffectLinkEffects(eLink, eWill);
}
if(nFort > 0)
{
eFort = EffectSavingThrowDecrease(SAVING_THROW_FORT, nFort);
eLink = EffectLinkEffects(eLink, eFort);
}
if(nReflex > 0)
{
eReflex = EffectSavingThrowDecrease(SAVING_THROW_REFLEX, nReflex);
eLink = EffectLinkEffects(eLink, eReflex);
}
if(nAC > 0)
{
eAC = EffectACDecrease(nAC, AC_DODGE_BONUS);
eLink = EffectLinkEffects(eLink, eAC);
}
if(nSkill > 0)
{
eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, nSkill);
eLink = EffectLinkEffects(eLink, eSkill);
}
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDur2 = EffectVisualEffect(507);
eLink = EffectLinkEffects(eLink, eDur);
effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
effect eFNF = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF));
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
eHP = ExtraordinaryEffect(eHP);
eLink = ExtraordinaryEffect(eLink);
string sCurseSongHP = "CURSE_SONG_HP_" + ObjectToString(OBJECT_SELF);
RemoveSongEffects(GetSpellId(),OBJECT_SELF,OBJECT_SELF);
float fDelay;
while(GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
{
// * GZ Oct 2003: If we are deaf, we do not have negative effects from curse song
if (!PRCGetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !PRCGetHasEffect(EFFECT_TYPE_DEAF,oTarget))
{
RemoveSongEffects(GetSpellId(),OBJECT_SELF,oTarget);
int nRace = MyPRCGetRacialType(oTarget);
// Undead and Constructs are immune to mind effecting abilities.
// A bard with requiem can effect undead
if ((nRace == RACIAL_TYPE_UNDEAD && GetHasFeat(FEAT_REQUIEM, OBJECT_SELF)) || nRace != RACIAL_TYPE_UNDEAD && nRace != RACIAL_TYPE_CONSTRUCT || GetIsWarforged(oTarget))
{
// Even with requiem, they have half duration
if (nRace == RACIAL_TYPE_UNDEAD) nDuration /= 2;
if (nHP > 0 && !GetLocalInt(oTarget, sCurseSongHP))
{
eHP = PRCEffectDamage(oTarget, nHP, DAMAGE_TYPE_SONIC, DAMAGE_POWER_NORMAL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SONIC), oTarget);
DelayCommand(0.01, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHP, oTarget));
SetLocalInt(oTarget, sCurseSongHP, TRUE);
DelayCommand(RoundsToSeconds(nDuration),DeleteLocalInt(oTarget, sCurseSongHP));
}
if (!GetIsDead(oTarget))
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
DelayCommand(PRCGetRandomDelay(0.1,0.5), ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
//StoreSongRecipient(oTarget, OBJECT_SELF, GetSpellId(), nDuration);
}
}
}
else
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE), oTarget);
}
}
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
}
DecrementRemainingFeatUses(OBJECT_SELF, FEAT_BARD_SONGS);
}