Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
 | |
| //:: Spell Name Hallucinatory Terrain: On Heartbeat (AOE)
 | |
| //:: Spell FileName PHS_S_HallTerrnC
 | |
| //:://////////////////////////////////////////////
 | |
| //:: Spell Effects Applied / Notes
 | |
| //:://////////////////////////////////////////////
 | |
|     It has a special (hidden!) Will Save for this spell, when they enter in the
 | |
|     area and stay in for a cirtain number of rounds.
 | |
| 
 | |
|     Choose the terrain from a preset list. Bioware's "tilemagic" is what is used,
 | |
|     IE the visual effect is a terrain piece.
 | |
| 
 | |
|     The AOE is placed via. the use of a placeable, which also has the correct
 | |
|     visual applied to it.
 | |
| //:://////////////////////////////////////////////
 | |
| //:: Created By: Jasperre
 | |
| //::////////////////////////////////////////////*/
 | |
| 
 | |
| #include "PHS_INC_SPELLS"
 | |
| 
 | |
| void main()
 | |
| {
 | |
|     // Check AOE
 | |
|     if(!PHS_CheckAOECreator()) return;
 | |
| 
 | |
|     // Declare major variables
 | |
|     object oTarget;
 | |
|     object oCaster = GetAreaOfEffectCreator();
 | |
|     object oSelf = OBJECT_SELF;
 | |
|     int nSpellSaveDC = PHS_GetAOESpellSaveDC();
 | |
|     int nMetaMagic = PHS_GetAOEMetaMagic();
 | |
|     string sName = "PHS_HALL";
 | |
|     int nTurnsIn, nWill, nRoll;
 | |
| 
 | |
|     // Start cycling through the AOE Object for viable targets
 | |
|     oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
 | |
|     while(GetIsObjectValid(oTarget))
 | |
|     {
 | |
|         // Won't bother checking for people who know its an illusion
 | |
|         if(!GetFactionEqual(oTarget, oCaster))
 | |
|         {
 | |
|             // We store a local variable on us until they are in the AOE for a
 | |
|             // while.
 | |
|             nTurnsIn = PHS_IncreaseStoredInteger(oSelf, sName + ObjectToString(oTarget));
 | |
| 
 | |
|             // Need to have been in for an amount of rounds which is
 | |
|             // 5 - nWill/5. Once we are, great!
 | |
|             nWill = GetWillSavingThrow(oTarget);
 | |
|             if(5 - (nWill/5) >= nTurnsIn)
 | |
|             {
 | |
|                 nRoll = d20();
 | |
|                 // We will do a will save
 | |
|                 if((nRoll + nWill >= nSpellSaveDC || nRoll == 20) &&
 | |
|                    (nRoll != 1))
 | |
|                 {
 | |
|                     // Fire cast spell at event for the affected target
 | |
|                     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HALLUCINATORY_TERRAIN);
 | |
| 
 | |
|                     // We tell them
 | |
|                     FloatingTextStringOnCreature("*You see the terrain around you is an illusion*", oTarget, FALSE);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         //Get next target.
 | |
|         oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
 | |
|     }
 | |
| }
 |