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.
		
			
				
	
	
		
			57 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Spelldancer Sleep
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| //:://////////////////////////////////////////////
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| /*
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|     Creatures fall asleep
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| */
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| 
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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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| void main()
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| {
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|     if(!X2PreSpellCastCode()) return;
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|     
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|     //Declare major variables
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|     effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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|     effect eSleep =  EffectSleep();
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|     effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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|     effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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|     effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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|     int nDC = 10 + GetLevelByClass(CLASS_TYPE_SPELLDANCER, OBJECT_SELF) + GetAbilityModifier(ABILITY_CHARISMA, OBJECT_SELF);
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| 
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|     effect eLink = EffectLinkEffects(eSleep, eMind);
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|     eLink = EffectLinkEffects(eLink, eDur);
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| 
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|     int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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| 
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|     int nDuration = GetLevelByClass(CLASS_TYPE_SPELLDANCER, OBJECT_SELF);
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|     int nPenetr = CasterLvl + SPGetPenetr();
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|     location lTarget = PRCGetSpellTargetLocation();
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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| 
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|     object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     //Cycle through the targets within the spell shape until an invalid object is captured.
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|     while (GetIsObjectValid(oTarget))
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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_SLEEP));
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|             //Get the distance between the explosion and the target to calculate delay
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|             float fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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|             if (!PRCDoResistSpell(OBJECT_SELF, oTarget, CasterLvl, fDelay))
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|             {
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|                 //Make Will Save to negate effect
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|                 if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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|                 {
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|                     SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, nDuration*60.0, TRUE, PRCGetSpellId(), CasterLvl, OBJECT_SELF);
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|                     ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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|                 }    
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|             }
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|         }
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|        //Select the next target within the spell shape.
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|        oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     }
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|        }
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