Hospitaler had incorrect epic bonus feat progression Hospitaler had incorrect bonus feat list. Hospitaler was missing Ride from its skill list. Runecaster had incorrect epic bonus feat progression Runecaster had incorrect bonus feat list. Warmage Edge should work with magic staves. Added PRC_RETH_DEKALA_AURA_HOSTILE_ONLY switch and modified Vilefire aura to use it. Spells that use DoCone() should now respect Mastery of Shaping. Removed Hospitaler from list of classes that use the Fighter Bonus Feat list. ExtraordinarySpellAim() now handles persistent AoEs Acid Fog, Blade Barrier, Creeping Doom, Grease, Incindiary Cloud, Wall of Fire, Wall of Frost, Prismatic Wall, Prismatic Sphere, Sleet Storm and Spike Growth now respect Extraordinary Spell Aim.
118 lines
5.0 KiB
Plaintext
118 lines
5.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Incendiary Cloud
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//:: NW_S0_IncCloudC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Objects within the AoE take 4d6 fire damage
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per round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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//:: Updated By: GeorgZ 2003-08-21: Now affects doors and placeables as well
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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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_EVOCATION);
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//Declare major variables
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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effect eDam;
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object oTarget;
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//Declare and assign personal impact visual effect.
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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float fDelay;
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//Capture the first target object in the shape.
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//--------------------------------------------------------------------------
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// GZ 2003-Oct-15
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// When the caster is no longer there, all functions calling
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// GetAreaOfEffectCreator will fail. Its better to remove the barrier then
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//--------------------------------------------------------------------------
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object aoeCreator = GetAreaOfEffectCreator();
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if (!GetIsObjectValid(aoeCreator))
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{
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DestroyObject(OBJECT_SELF);
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return;
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}
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int CasterLvl = PRCGetCasterLevel(aoeCreator);
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int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl);
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int EleDmg = GetLocalInt(OBJECT_SELF, "IC_Damage");
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//oTarget = GetFirstInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Declare the spell shape, size and the location.
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while(GetIsObjectValid(oTarget))
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{
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// Check Extraordinary Spell Aim
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if(GetIsObjectValid(aoeCreator) && GetHasFeat(FEAT_EXTRAORDINARY_SPELL_AIM, aoeCreator))
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{
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string sTargetID = ObjectToString(oTarget);
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if(!GetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID))
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{
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if(GetIsFriend(oTarget, aoeCreator))
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{
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if(GetIsSkillSuccessful(aoeCreator, SKILL_SPELLCRAFT, 25 + PRCGetSpellLevel(aoeCreator, SPELL_INCENDIARY_CLOUD)))
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{
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SetLocalInt(OBJECT_SELF, "ExtraordinarySpellAim_" + sTargetID, TRUE);
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// Target is excluded, skip to next
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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continue;
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}
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}
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}
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}
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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{
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fDelay = PRCGetRandomDelay(0.5, 2.0);
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//Make SR check, and appropriate saving throw(s).
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if(!PRCDoResistSpell(aoeCreator, oTarget,nPenetr, fDelay))
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{
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SignalEvent(oTarget, EventSpellCastAt(aoeCreator, SPELL_INCENDIARY_CLOUD));
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//Roll damage.
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nDamage = d6(4);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 24;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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nDamage += SpellDamagePerDice(aoeCreator, 4);
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int nDC = PRCGetSaveDC(oTarget,aoeCreator);
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//Adjust damage for Reflex Save, Evasion and Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE, aoeCreator);
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// Apply effects to the currently selected target.
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eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
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if(nDamage > 0)
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{
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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PRCBonusDamage(oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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}
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//Select the next target within the spell shape.
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//oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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