Eldritch Disciple should have Verminlord as an epic bonus feat. Only spellcasters can use Craft (Alchemy). Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats. Frenzied Berserker was missing Great STR 10 as an epic bonus feat. Oozemaster had several epic bonus feats only grantable at 10th lvl. Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats. Corrected Frenzied Berserker's skill list. Corrected Legendary Dreadnought's skill list. Added placeholders for Combat Form feats. Added Combat Forms masterfeats. Fixed ASF issue with Eldritch Sculptor's 2nd blast. Gated debug in CheckIfDeleveled(). Updated AddRacialRestrictions() for latest races. Vow of Poverty & Forsaker work better together at level up. Maybe fixed the mass ability buffs not hitting all targets issue. Needs mulitplayer testing. Updated some creature abilities to use PRC functions.
48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Pulse Whirlwind
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//:: NW_S1_PulsWind
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//:: Copyright (c) 2001 Bioware Corp.
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//::///////////////////////////////////////////////
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/*
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All those that fail a save of DC 14 are knocked
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down by the elemental whirlwind.
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* made this make the knockdown last 2 rounds instead of 1
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* it will now also do d3(hitdice/2) damage
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*/
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//::///////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//::///////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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effect eDown = EffectKnockdown();
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effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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int nDamage = GetHitDice(OBJECT_SELF) /2;
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effect eDam;
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//Get first target in spell area
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while(GetIsObjectValid(oTarget))
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{
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eDam = PRCEffectDamage(oTarget, d3(nDamage), DAMAGE_TYPE_SLASHING);
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if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
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{
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, 14))
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{
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//Apply the VFX impact and effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, RoundsToSeconds(2));
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DelayCommand(0.01, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam,oTarget));
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}
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//Get next target in spell area
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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}
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}
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