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.
148 lines
5.3 KiB
Plaintext
148 lines
5.3 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Gust of Wind
|
|
//:: [x0_s0_gustwind.nss]
|
|
//:: Copyright (c) 2002 Bioware Corp.
|
|
//:://////////////////////////////////////////////
|
|
/*
|
|
This spell creates a gust of wind in all directions
|
|
around the target. All targets in a medium area will be
|
|
affected:
|
|
- Target must make a For save vs. spell DC or be
|
|
knocked down for 3 rounds
|
|
- plays a wind sound
|
|
- if an area of effect object is within the area
|
|
it is dispelled
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Brent
|
|
//:: Created On: September 7, 2002
|
|
//:://////////////////////////////////////////////
|
|
|
|
//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
|
|
#include "prc_inc_spells"
|
|
|
|
|
|
#include "prc_add_spell_dc"
|
|
|
|
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
|
|
string sAOETag;
|
|
object oCaster = OBJECT_SELF;
|
|
|
|
int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
|
|
int nCasterLvl = CasterLvl;
|
|
int nMetaMagic = PRCGetMetaMagicFeat();
|
|
int nDamage;
|
|
float fDelay;
|
|
effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
|
|
effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
|
|
|
|
nCasterLvl += SPGetPenetr();
|
|
|
|
|
|
// effect eDam;
|
|
//Get the spell target location as opposed to the spell target.
|
|
location lTarget = PRCGetSpellTargetLocation();
|
|
|
|
//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.
|
|
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_AREA_OF_EFFECT);
|
|
|
|
|
|
//Cycle through the targets within the spell shape until an invalid object is captured.
|
|
while (GetIsObjectValid(oTarget))
|
|
{
|
|
if (GetObjectType(oTarget) == OBJECT_TYPE_AREA_OF_EFFECT)
|
|
{
|
|
// 1.69 change
|
|
// Gust of wind should only destroy "cloud/fog like" area of effect spells.
|
|
sAOETag = GetTag(oTarget);
|
|
if ( sAOETag == "VFX_PER_FOGACID" ||
|
|
sAOETag == "VFX_PER_FOGKILL" ||
|
|
sAOETag == "VFX_PER_FOGBEWILDERMENT" ||
|
|
sAOETag == "VFX_PER_FOGSTINK" ||
|
|
sAOETag == "VFX_PER_FOGFIRE" ||
|
|
sAOETag == "VFX_PER_FOGMIND" ||
|
|
sAOETag == "VFX_PER_CREEPING_DOOM")
|
|
{
|
|
DestroyObject(oTarget);
|
|
}
|
|
}
|
|
else
|
|
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
|
|
{
|
|
{
|
|
//Fire cast spell at event for the specified target
|
|
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
|
|
//Get the distance between the explosion and the target to calculate delay
|
|
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
|
|
|
|
// * unlocked doors will reverse their open state
|
|
if (GetObjectType(oTarget) == OBJECT_TYPE_DOOR)
|
|
{
|
|
if (GetLocked(oTarget) == FALSE)
|
|
{
|
|
if (GetIsOpen(oTarget) == FALSE)
|
|
{
|
|
AssignCommand(oTarget, ActionOpenDoor(oTarget));
|
|
}
|
|
else
|
|
AssignCommand(oTarget, ActionCloseDoor(oTarget));
|
|
}
|
|
}
|
|
int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
|
|
if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLvl)
|
|
&& !/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (nDC)))
|
|
{
|
|
|
|
effect eKnockdown = EffectKnockdown();
|
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, RoundsToSeconds(3),TRUE,-1,CasterLvl);
|
|
// Apply effects to the currently selected target.
|
|
// DelayCommand(fDelay, SPApplyEffectToObject(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, SPApplyEffectToObject(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 |OBJECT_TYPE_AREA_OF_EFFECT);
|
|
}
|
|
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
// Erasing the variable used to store the spell's spell school
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|