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.
		
			
				
	
	
		
			112 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Wail of the Banshee
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| //:: NW_S0_WailBansh
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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|   You emit a terrible scream that kills enemy creatures who hear it
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|   The spell affects up to one creature per caster level. Creatures
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|   closest to the point of origin are affected first.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Preston Watamaniuk
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| //:: Created On:  Dec 12, 2000
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| //:://////////////////////////////////////////////
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| //:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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| //:: VFX Pass By: Preston W, On: June 25, 2001
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| 
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| //:: modified by mr_bumpkin  Dec 4, 2003
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| #include "prc_inc_spells"
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| #include "prc_add_spell_dc"
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| 
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| 
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| 
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| 
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| void main()
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| {
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|  DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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| SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_NECROMANCY);
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| /*
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|   Spellcast Hook Code
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|   Added 2003-06-20 by Georg
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|   If you want to make changes to all spells,
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|   check x2_inc_spellhook.nss to find out more
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| 
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| */
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| 
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|     if (!X2PreSpellCastCode())
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|     {
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|     // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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|         return;
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|     }
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| 
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| // End of Spell Cast Hook
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| 
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| 
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|     //Declare major variables
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|     int nCasterLevel = PRCGetCasterLevel(OBJECT_SELF);
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| 
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|     int nToAffect = nCasterLevel;
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| 
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|     object oTarget;
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|     float fTargetDistance;
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|     float fDelay;
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|     location lTarget;
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|     effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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|     effect eWail = EffectVisualEffect(VFX_FNF_WAIL_O_BANSHEES);
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|     int nCnt = 1;
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| 
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|     nCasterLevel +=SPGetPenetr();
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| 
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|     //Apply the FNF VFX impact
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eWail, PRCGetSpellTargetLocation());
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|     //Get the closet target from the spell target location
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|     oTarget = PRCGetSpellTargetObject(); // direct target
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|     if (!GetIsObjectValid(oTarget) || GetObjectType(oTarget) != OBJECT_TYPE_CREATURE)
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|       oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, PRCGetSpellTargetLocation(), nCnt);
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|     while (nCnt < nToAffect)
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|     {
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|         lTarget = GetLocation(oTarget);
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|         //Get the distance of the target from the center of the effect
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|         fDelay = PRCGetRandomDelay(3.0, 4.0);//
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|         fTargetDistance = GetDistanceBetweenLocations(PRCGetSpellTargetLocation(), lTarget);
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|         //Check that the current target is valid and closer than 10.0m
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|         if(GetIsObjectValid(oTarget) && fTargetDistance <= 10.0)
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|         {
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|             if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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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, SPELL_WAIL_OF_THE_BANSHEE));
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|                 //Make SR check
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|                 if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLevel)) //, 0.1))
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|                 {
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|                     int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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|                     //Make a fortitude save to avoid death
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|                     if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (nDC), SAVING_THROW_TYPE_DEATH)) //, OBJECT_SELF, 3.0))
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|                     {
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|                         DeathlessFrenzyCheck(oTarget);
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| 
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|                         //Apply the delay VFX impact and death effect
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|                         SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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|                         effect eDeath = EffectDeath();
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|                         DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget)); // no delay
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|                     }
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|                 }
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|             }
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|         }
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|         else
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|         {
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|             //Kick out of the loop
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|             nCnt = nToAffect;
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|         }
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|         //Increment the count of creatures targeted
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|         nCnt++;
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|         //Get the next closest target in the spell target location.
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|         oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, PRCGetSpellTargetLocation(), nCnt);
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|     }
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| 
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| 
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| DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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| // Getting rid of the integer used to hold the spells spell school
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| }
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