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