Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
163 lines
6.7 KiB
Plaintext
163 lines
6.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Negative Energy Burst
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//:: NW_S0_NegBurst
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The caster releases a burst of negative energy
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at a specified point doing 1d8 + 1 / level
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negative energy damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 13, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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//::Added code to maximize for Faith Healing and Blast Infidel
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//::Aaon Graywolf - Jan 7, 2004
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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#include "prc_inc_function"
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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_NECROMANCY);
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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,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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int nAdditionalLevelDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_LOS_EVIL_20); //Replace with Negative Pulse
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eDam, eHeal;
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int nStr = CasterLvl / 4;
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if (nStr == 0)
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{
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nStr = 1;
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}
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nAdditionalLevelDamage = CasterLvl;
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if ( nAdditionalLevelDamage > 20 )
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{
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nAdditionalLevelDamage = 20;
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}
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nStr);
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//effect eStr_Low = EffectAbilityDecrease(ABILITY_STRENGTH, nStr);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eGood = EffectLinkEffects(eStr, eDur);
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//effect eBad = EffectLinkEffects(eStr_Low, eDur2);
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int nPenetr = CasterLvl + SPGetPenetr();
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Apply the explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Roll damage for each target
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nDamage = d8() + nAdditionalLevelDamage;
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//Resolve metamagic
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int iBlastFaith = BlastInfidelOrFaithHeal(OBJECT_SELF, oTarget, DAMAGE_TYPE_NEGATIVE, FALSE);
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if ((nMetaMagic & METAMAGIC_MAXIMIZE) || iBlastFaith)
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{
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nDamage = 8 + nAdditionalLevelDamage;
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage / 2);
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}
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// * any undead should be healed, not just Friendlies
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD ||
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(GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD) && !GetLocalInt(oTarget, "AcererakHealing"))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST, FALSE));
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//Set the heal effect
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eHeal = PRCEffectHeal(nDamage, oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget));
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//DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eGood, oTarget,0.0f,TRUE,-1,CasterLvl));
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}
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else
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST));
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if(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD
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&& !(GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD))
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{
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, fDelay))
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{
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nDamage += SpellDamagePerDice(OBJECT_SELF, 1);
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if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_NEGATIVE, OBJECT_SELF, fDelay))
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{
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nDamage /= 2;
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if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
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{
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nDamage = 0;
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}
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}
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_NEGATIVE);
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// Apply effects to the currently selected target.
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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PRCBonusDamage(oTarget);
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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//DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDur2, oTarget,0.0f,TRUE,-1,CasterLvl));
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//DelayCommand(fDelay, ApplyAbilityDamage(oTarget, ABILITY_STRENGTH, nStr, DURATION_TYPE_PERMANENT, TRUE, 0.0f, TRUE));
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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 = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget);
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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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