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