Mechanatrixes always fail saves vs elecricity. Incorporated most creature ability scripts into the PRC8 & updated them to use PRCEffect(), SPApplyEffectToObject(), etc. Updated prc_inc_breath to use PRCEffectDamage() Updated several spell scripts to use PRCEffectDamage().
67 lines
2.2 KiB
Plaintext
67 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Cone: Cold
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//:: NW_S1_ConeCold
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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A cone of damage eminated from the monster. Does
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a set amount of damage based upon the creatures HD
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and can be halved with a Reflex Save.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11, 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "NW_I0_SPELLS"
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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 nDamage;
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int nDice = nHD / 3;
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int nDC = 10 + (nHD/2);
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float fDelay;
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if(nDice == 0)
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{
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nDice = 1;
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}
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nDice *= 2;
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location lTargetLocation = PRCGetSpellTargetLocation();
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object oTarget;
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effect eCone;
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
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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) && oTarget != OBJECT_SELF)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_COLD));
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//Determine effect delay
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = d6(nDice);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);
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//Set damage effect
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eCone = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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if(nDamage > 0)
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{
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//Apply the VFX impact and effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
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}
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}
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