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.
103 lines
4.7 KiB
Plaintext
103 lines
4.7 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Storm of Vengeance: Heartbeat
|
|
//:: NW_S0_StormVenC.nss
|
|
//:: Copyright (c) 2001 Bioware Corp.
|
|
//:://////////////////////////////////////////////
|
|
/*
|
|
Creates an AOE that decimates the enemies of
|
|
the cleric over a 30ft radius around the caster
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Preston Watamaniuk
|
|
//:: Created On: Nov 8, 2001
|
|
//:://////////////////////////////////////////////
|
|
|
|
//:: modified by mr_bumpkin Dec 4, 2003
|
|
//:: Elemental Damage note: Only made the lightning aspect variable, the acid aspect is always acid.
|
|
//:: the Lightning part seemed like the better of the 2 to go with because it accounts for more
|
|
//:: of the total damage than the acid does.
|
|
|
|
#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_CONJURATION);
|
|
|
|
//Declare major variables
|
|
effect eStun = EffectStunned();
|
|
effect eVisAcid = EffectVisualEffect(VFX_IMP_ACID_S);
|
|
effect eVisElec = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
|
|
effect eVisStun = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
|
|
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
|
effect eLink = EffectLinkEffects(eStun, eVisStun);
|
|
eLink = EffectLinkEffects(eLink, eDur);
|
|
float fDelay;
|
|
|
|
int CasterLvl = PRCGetCasterLevel(GetAreaOfEffectCreator());
|
|
int nPenetr = SPGetPenetrAOE(GetAreaOfEffectCreator(),CasterLvl);
|
|
|
|
|
|
|
|
//Get first target in spell area
|
|
object oTarget = GetFirstInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
|
|
while(GetIsObjectValid(oTarget))
|
|
{
|
|
int nDamage = d6(6);
|
|
nDamage += SpellDamagePerDice(GetAreaOfEffectCreator(), 6);
|
|
effect eElec = PRCEffectDamage(oTarget, nDamage, ChangedElementalDamage(GetAreaOfEffectCreator(), DAMAGE_TYPE_ELECTRICAL));
|
|
|
|
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, GetAreaOfEffectCreator()))
|
|
{
|
|
//Fire cast spell at event for the specified target
|
|
SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_STORM_OF_VENGEANCE));
|
|
//Make an SR Check
|
|
fDelay = PRCGetRandomDelay(0.5, 2.0);
|
|
if(PRCDoResistSpell(GetAreaOfEffectCreator(), oTarget,nPenetr, fDelay) == 0)
|
|
{
|
|
int nDC = PRCGetSaveDC(oTarget,GetAreaOfEffectCreator());
|
|
int nAcid = d6(3);
|
|
nAcid += SpellDamagePerDice(GetAreaOfEffectCreator(), 3);
|
|
// Acid Sheath adds +1 damage per die to acid descriptor spells
|
|
if (GetHasDescriptor(SPELL_STORM_OF_VENGEANCE, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, GetAreaOfEffectCreator()))
|
|
nAcid += 3;
|
|
effect eAcid = PRCEffectDamage(oTarget, nAcid, DAMAGE_TYPE_ACID);
|
|
|
|
//Make a saving throw check
|
|
// * if the saving throw is made they still suffer acid damage.
|
|
// * if they fail the saving throw, they suffer Electrical damage too
|
|
if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (nDC), SAVING_THROW_TYPE_ELECTRICITY, GetAreaOfEffectCreator(), fDelay))
|
|
{
|
|
//Apply the VFX impact and effects
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
|
|
if (d2()==1)
|
|
{
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Apply the VFX impact and effects
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisAcid, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eAcid, oTarget));
|
|
//Apply the VFX impact and effects
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisElec, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eElec, oTarget));
|
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2)));
|
|
}
|
|
}
|
|
}
|
|
//Get next target in spell area
|
|
oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE);
|
|
}
|
|
|
|
|
|
|
|
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
|
|
// Getting rid of the integer used to hold the spells spell school
|
|
}
|