104 lines
4.1 KiB
Plaintext
104 lines
4.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Whirlwind
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//:: Spell FileName PHS_S_Whirlwind
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Air]
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Level: Air 8, Drd 8
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Long (40M)
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Effect: Cyclone 3.33M. wide at base, 10M. wide at top, and 10M. tall
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Duration: 1 round/level (D)
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Saving Throw: Reflex negates; see text
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Spell Resistance: Yes
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This spell creates a powerful cyclone of raging wind that moves through the
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air touching the ground at a speed of 20 meters per round. You can direct
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the movement of the cyclone by using your caster item. It moves to that
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points and then moves around the point randomly until told to do otherwise.
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If the cyclone exceeds the spell’s range, it moves in a random,
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uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain
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control of the cyclone, even if comes back within range.)
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Any Large or smaller creature that comes in contact with the spell effect
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must succeed on a Reflex save or take 3d6 points of damage. A Medium or
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smaller creature that fails its first save must succeed on a second one or
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be knocked down for 6 seconds.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Hmmm....
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A creature moves around directed by the PC.
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The creature of course can be one of many, but I will impliment it so only
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one can be summoned at once.
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THIS SCRIPT DOESN'T MOVE THE WHIRLWINDS. IT IS A SEPERATE SPECIAL SPELL.
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Any uncontrolled whirlwinds go under thier own AI scripts, unless it already
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was dispelled - via. a normal way. The creature has an AOE and a visual
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from that AOE on it, and thats all.
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If it loses the VFX, the local object saying what is its master, or if its
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master is ever out of range, it goes.
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Using the caster item will make any whirlwind in place move to that point,
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the whirlwind will, if not moving, randomly walk around thier location (set
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on them to move to).
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The AOE has On Enter effects, and On Heartbeat too, both doing the same
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things (if they havn't got the spell's effects)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_WHIRLWIND)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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location lTarget = GetSpellTargetLocation();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// Destroy any exsisting whirlwinds
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object oExsisting = GetLocalObject(oCaster, "PHS_SPELL_WHIRLWIND_CURRENT");
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if(GetIsObjectValid(oExsisting))
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{
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// Message the caster
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FloatingTextStringOnCreature("*You can only have one whirlwind to control at once. Your current one has been destroyed*", oCaster, FALSE);
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PHS_CompletelyDestroyObject(oExsisting);
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}
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// Signal spell cast at
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PHS_SignalSpellCastAt(oCaster, PHS_SPELL_WHIRLWIND, FALSE);
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// Duration is 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Delcare Effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_MOB_WHIRLWIND);
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effect eGhost = EffectCutsceneGhost();
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effect eLink = EffectLinkEffects(eAOE, eGhost);
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// We create the "creature whirlwind" at the target location
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object oWhirlwind = CreateObject(OBJECT_TYPE_CREATURE, PHS_CREATURE_RESREF_WHIRLWIND, lTarget);
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// Apply effects
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PHS_ApplyDuration(oWhirlwind, eLink, fDuration);
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// No need to set the master, it can be checked by looping effects.
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// We do, however, set the whirlwind's location to move to, and the actual
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// whirlwind is set onto the caster to not have more then one.
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SetLocalLocation(oWhirlwind, "PHS_SPELL_WHIRLWIND_LOCATION", lTarget);
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SetLocalObject(oCaster, "PHS_SPELL_WHIRLWIND_CURRENT", oWhirlwind);
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}
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