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.
218 lines
8.3 KiB
Plaintext
218 lines
8.3 KiB
Plaintext
////////////////////////////////////////////////////////////////////////////////
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// IMBUE ARROW //
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////////////////////////////////////////////////////////////////////////////////
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// //
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// Script run when the Imbue Arrow feat is used. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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//Edited By : Nailog //
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//Last Edited : 7-26-2004 //
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////////////////////////////////////////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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#include "prc_add_spell_dc"
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//*GZ: 2003-07-23. honor critical and weapon spec
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// Updated: 02/14/2008 CraigW - Added support for Epic Weapon Specialization.
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// nCrit -
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int PRCArcaneArcherDamageDoneByBow(int bCrit = FALSE, object oUser = OBJECT_SELF)
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{
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object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
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int nDamage;
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int bSpec = FALSE;
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int bEpicSpecialization = FALSE;
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if (GetIsObjectValid(oItem) == TRUE)
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{
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if (GetBaseItemType(oItem) == BASE_ITEM_LONGBOW )
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{
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nDamage = d8();
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if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_LONGBOW,oUser))
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{
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bSpec = TRUE;
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}
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if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_LONGBOW,oUser))
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{
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bEpicSpecialization = TRUE;
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}
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}
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else
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if (GetBaseItemType(oItem) == BASE_ITEM_SHORTBOW)
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{
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nDamage = d6();
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if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_SHORTBOW,oUser))
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{
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bSpec = TRUE;
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}
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if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTBOW,oUser))
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{
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bEpicSpecialization = TRUE;
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}
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}
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else
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return 0;
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}
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else
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{
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return 0;
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}
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// add strength bonus
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int nStrength = GetAbilityModifier(ABILITY_STRENGTH,oUser);
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nDamage += nStrength;
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if (bSpec == TRUE)
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{
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nDamage +=2;
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}
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if ( bEpicSpecialization == TRUE )
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{
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nDamage +=4;
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}
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if (bCrit == TRUE)
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{
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nDamage *=3;
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}
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return nDamage;
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}
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//*GZ: 2003-07-23. Properly calculated enhancement bonus
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int PRCArcaneArcherCalculateBonus()
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{
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int nLevel = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER, OBJECT_SELF);
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if (nLevel == 0) //not an arcane archer?
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{
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return 0;
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}
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int nBonus = ((nLevel+1)/2); // every odd level after 1 get +1
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return nBonus;
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}
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void main()
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{
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//modified by primogenitor
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//removed conversation etc, now in main spellhook instead
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//this feat will be applied as a bonus feat on the hide
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//when the switch PRC_USE_NEW_IMBUE_ARROW is off
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/*//Reroute feat to conversation, only for PCs.
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if (GetIsPC(OBJECT_SELF))
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{
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string sScript = PRCGetUserSpecificSpellScript();
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if (sScript != "aa_spellhook")
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{
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SetLocalString(OBJECT_SELF,"temp_spell_at_inst",sScript);
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PRCSetUserSpecificSpellScript("aa_spellhook");
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}
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//If in combat, can't converse.
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if (GetIsInCombat())
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{
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FloatingTextStringOnCreature("* cast spell on arrow to Imbue *", OBJECT_SELF);
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}
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else
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{
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ActionStartConversation(OBJECT_SELF, "aa_imbuearrow", TRUE, FALSE);
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}
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}
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else
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{*/
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////////////////////////////////////////////////////////////////////////////
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// DEFAULT IMBUE ARROW SCRIPT //
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////////////////////////////////////////////////////////////////////////////
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// //
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// Allow NPCs to continue using old imbue arrow, since writing AI to //
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// handle new imbue would be a large task. //
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// //
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////////////////////////////////////////////////////////////////////////////
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oCaster); // * get a bonus of +10 to make this useful for arcane archer
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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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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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 10)
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{
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nCasterLvl = 10 + ((nCasterLvl-10)/2); // add some epic progression of 1d6 per 2 levels after 10
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}
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else // * preserve minimum damage of 10d6
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{
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nCasterLvl = 10;
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}
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object oTarget = PRCGetSpellTargetObject();
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// * GZ: Add arrow damage if targeted on creature...
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if (GetIsObjectValid(oTarget ))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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{
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int nTouch = PRCDoRangedTouchAttack(oTarget);;
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if (nTouch > 0)
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{
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nDamage = PRCArcaneArcherDamageDoneByBow(nTouch ==2);
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int nBonus = PRCArcaneArcherCalculateBonus() ;
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effect ePhysical = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_PIERCING,IPGetDamagePowerConstantFromNumber(nBonus));
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effect eMagic = PRCEffectDamage(oTarget, nBonus, DAMAGE_TYPE_MAGICAL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ePhysical, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMagic, oTarget);
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}
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}
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}
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//Apply the fireball 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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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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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if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF) == TRUE)
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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, PRCGetSpellId(), TRUE));
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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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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nCasterLvl + SPGetPenetr(), fDelay))
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{
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//Roll damage for each target
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nDamage = d6(nCasterLvl);
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//Resolve metamagic
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF), SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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, ApplyEffectToObject(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 = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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////////////////////////////////////////////////////////////////////////////
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// END DEFAULT //
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////////////////////////////////////////////////////////////////////////////
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//}
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}
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