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.
		
			
				
	
	
		
			49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
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//:: Howl of Doom
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//:: NW_S1_HowlDoom
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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    All those that fail the save are struck with the
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    doom effect
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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// Modified 2004/01/30 (Brian Greinke)
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// Removed resistance check (giving false negative)
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void main()
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{
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    //Declare major variables
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    int nHD = GetHitDice(OBJECT_SELF);
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    int nDC = 10 + (nHD/4);
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    int nDuration = 1 + (nHD/4);
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    effect eLink = EffectShaken();
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    effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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    effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD);
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    float fDelay;
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    ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
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    object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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    //Get first target in spell area
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    while(GetIsObjectValid(oTarget))
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    {
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        if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != OBJECT_SELF)
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        {
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            fDelay = GetDistanceToObject(oTarget)/10;
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            //Fire cast spell at event for the specified target
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            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_HOWL_DOOM));
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            if( !PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC))
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            {
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                //Apply the VFX impact and effects
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                DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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                DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
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            }
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        }
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        //Get next target in spell area
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        oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
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    }
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}
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