Files
PRC8/nwn/nwnprc/trunk/spells/nw_s1_pulswind.nss
Jaysyn904 c1188ebb28 2026/02/19 Update
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.
2026-02-19 21:10:22 -05:00

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//::///////////////////////////////////////////////
//:: Pulse Whirlwind
//:: NW_S1_PulsWind
//:: Copyright (c) 2001 Bioware Corp.
//::///////////////////////////////////////////////
/*
All those that fail a save of DC 14 are knocked
down by the elemental whirlwind.
* made this make the knockdown last 2 rounds instead of 1
* it will now also do d3(hitdice/2) damage
*/
//::///////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 8, 2002
//::///////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
//Declare major variables
effect eDown = EffectKnockdown();
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
int nDamage = GetHitDice(OBJECT_SELF) /2;
effect eDam;
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
eDam = PRCEffectDamage(oTarget, d3(nDamage), DAMAGE_TYPE_SLASHING);
if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
{
//Make a saving throw check
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, 14))
{
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, RoundsToSeconds(2));
DelayCommand(0.01, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam,oTarget));
}
//Get next target in spell area
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
}
}