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.
58 lines
2.3 KiB
Plaintext
58 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Battletide
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//:: X2_S0_BattTideA
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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You create an aura that steals energy from your
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enemies. Your enemies suffer a -2 circumstance
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penalty on saves, attack rolls, and damage rolls,
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once entering the aura. On casting, you gain a
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+2 circumstance bonus to your saves, attack rolls,
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and damage rolls.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Dec 04, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs 06/06/03
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//:: modified by mr_bumpkin Dec 4, 2003 for prc stuff
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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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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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//Declare major variables
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object oCreator = GetAreaOfEffectCreator();
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object oTarget = GetEnteringObject();
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//Check faction of spell targets.
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if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCreator))
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{
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int nPenetr = SPGetPenetrAOE(oCreator);
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effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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effect eLink = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
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eLink = EffectLinkEffects(eLink, EffectAttackDecrease(2));
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eLink = EffectLinkEffects(eLink, EffectDamageDecrease(2, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCreator, SPELL_BATTLETIDE));
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//Make a SR check
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if(!PRCDoResistSpell(oCreator, oTarget, nPenetr))
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{
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//Make a Fort Save
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (PRCGetSaveDC(oTarget, oCreator)), SAVING_THROW_TYPE_NEGATIVE))
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{
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float fDelay = PRCGetRandomDelay(0.75, 1.75);
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//Apply the VFX impact and linked effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget, 0.0f, FALSE));
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}
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}
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}
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PRCSetSchool();
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} |