Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
82 lines
2.6 KiB
Plaintext
82 lines
2.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Blade Barrier: On Enter
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//:: NW_S0_BladeBarA.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates a wall 10m long and 2m thick of whirling
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blades that hack and slice anything moving into
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them. Anything caught in the blades takes
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2d6 per caster level.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: July 20, 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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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_EVOCATION);
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//Declare major variables
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object oTarget = GetEnteringObject();
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
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object aoeCreator = GetAreaOfEffectCreator();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nLevel = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level");
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int CasterLvl = nLevel;
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int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl);
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//Make level check
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if (nLevel > 20)
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{
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nLevel = 20;
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}
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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{
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//Fire spell cast at event
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SignalEvent(oTarget, EventSpellCastAt(aoeCreator, SPELL_BLADE_BARRIER));
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//Roll Damage
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int nDamage = d6(nLevel);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = nLevel * 6;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage/2);
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}
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nDamage += SpellDamagePerDice(aoeCreator, nLevel);
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//Make SR Check
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if (!PRCDoResistSpell(aoeCreator, oTarget,nPenetr) )
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{
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// 1.69 change
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//Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, PRCGetSaveDC(oTarget,aoeCreator),SAVING_THROW_TYPE_SPELL);
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//Set damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_SLASHING);
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//Apply damage and VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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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 local integer storing the spellschool name
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}
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