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.
139 lines
5.4 KiB
Plaintext
139 lines
5.4 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Earthquake
|
|
//:: X0_S0_Earthquake
|
|
//:: Copyright (c) 2002 Bioware Corp.
|
|
//:://////////////////////////////////////////////
|
|
/*
|
|
// Ground shakes. 1d6 damage, max 10d6
|
|
// LOCKINDAL: Changed to alternate: DC 15 or knock down, 25% creatures must make DC 20 or die.
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Brent
|
|
//:: Created On: July 22 2002
|
|
//:://////////////////////////////////////////////
|
|
//:: Last Updated By: Andrew Nobbs May 01, 2003
|
|
//:: Altered By: Lockindal
|
|
|
|
//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
|
|
#include "prc_inc_spells"
|
|
|
|
#include "prc_alterations"
|
|
#include "prc_add_spell_dc"
|
|
|
|
void DoQuake(object oCaster, int nCasterLvl, location lTarget)
|
|
{
|
|
PRCSetSchool(SPELL_SCHOOL_EVOCATION);
|
|
|
|
//Declare major variables
|
|
int nSpectacularDeath = TRUE;
|
|
int nDisplayFeedback = TRUE;
|
|
int bInside = GetIsAreaInterior(GetArea(oCaster));
|
|
int nProneDC = 15;
|
|
int nDamageDC = 15;
|
|
int nFissureDC = 20;
|
|
int nDamage;
|
|
float fDelay;
|
|
float fSize = FeetToMeters(80.0f);
|
|
float fProneDur = 18.0;
|
|
effect eExplode = EffectVisualEffect(VFX_COM_CHUNK_STONE_MEDIUM);
|
|
effect eExplode2 = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
|
|
effect eExplode3 = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
|
|
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
|
|
effect eShake = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE2);
|
|
effect eKnockdown = EffectKnockdown();
|
|
|
|
// Perform screen shake
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eShake, oCaster);
|
|
|
|
//Apply epicenter explosion on caster
|
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(oCaster));
|
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode2, GetLocation(oCaster));
|
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode3, GetLocation(oCaster));
|
|
|
|
|
|
//Declare the spell shape, size and the location. Capture the first target object in the shape.
|
|
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fSize, 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))
|
|
{
|
|
// Normal targeting restriction, except also skip affecting the caster
|
|
if(oTarget != oCaster && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
|
|
{
|
|
// Let the target's AI know
|
|
SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_EARTHQUAKE));
|
|
|
|
// First, always knock targets prone, DC 15 to avoid
|
|
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nProneDC, SAVING_THROW_TYPE_SPELL, oCaster))
|
|
{
|
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, fProneDur, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
|
|
}
|
|
|
|
// Indoors, get hit by falling rubble for 8d6, reflex half
|
|
if(bInside)
|
|
{
|
|
nDamage = SpellDamagePerDice(oCaster, 8) + d6(8);
|
|
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDamageDC, SAVING_THROW_TYPE_SPELL, oCaster);
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY),
|
|
oTarget, 0.0f, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
|
|
}
|
|
// Outdoors, 25% chance to fall into a fissure and die
|
|
else
|
|
{
|
|
if(d4() == 4)
|
|
{
|
|
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nFissureDC, SAVING_THROW_TYPE_SPELL, oCaster))
|
|
{
|
|
DeathlessFrenzyCheck(oTarget);
|
|
/// @todo Find appropriate VFX to play here
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(nSpectacularDeath, nDisplayFeedback),
|
|
oTarget, 0.0f, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Select the next target within the spell shape.
|
|
oTarget = MyNextObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
|
|
}
|
|
|
|
PRCSetSchool();
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
|
|
/*
|
|
Spellcast Hook Code
|
|
Added 2003-06-20 by Georg
|
|
If you want to make changes to all spells,
|
|
check x2_inc_spellhook.nss to find out more
|
|
|
|
*/
|
|
|
|
if (!X2PreSpellCastCode())
|
|
{
|
|
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
|
|
return;
|
|
}
|
|
|
|
// End of Spell Cast Hook
|
|
|
|
|
|
//Declare major variables
|
|
object oCaster = OBJECT_SELF;
|
|
location lTarget = PRCGetSpellTargetLocation();
|
|
int nCasterLvl = PRCGetCasterLevel(oCaster);
|
|
int nMetaMagic = PRCGetMetaMagicFeat();
|
|
|
|
// Perform the earthquake
|
|
DoQuake(oCaster, nCasterLvl, lTarget);
|
|
|
|
// Extended earthquake - apply the effects again next round
|
|
if(nMetaMagic & METAMAGIC_EXTEND)
|
|
DelayCommand(6.0f, DoQuake(oCaster, nCasterLvl, lTarget));
|
|
|
|
// Erasing the variable used to store the spell's spell school
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
} |