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.
		
			
				
	
	
		
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Sunbeam
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| //:: s_Sunbeam.nss
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| //:: All creatures in the beam are struck blind and suffer 4d6 points of damage. (A successful
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| //:: Reflex save negates the blindness and reduces the damage by half.) Creatures to whom sunlight
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| //:: is harmful or unnatural suffer double damage.
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| //::
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| //:: Undead creatures caught within the ray are dealt 1d6 points of damage per caster level
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| //:: (maximum 20d6), or half damage if a Reflex save is successful. In addition, the ray results in
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| //:: the total destruction of undead creatures specifically affected by sunlight if they fail their saves.
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| //:://////////////////////////////////////////////
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| //:: Created By: Keith Soleski
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| //:: Created On: Feb 22, 2001
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| //:://////////////////////////////////////////////
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| //:: Last Modified By: Keith Soleski, On: March 21, 2001
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| //:: VFX Pass By: Preston W, On: June 25, 2001
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| 
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| //:: modified by mr_bumpkin  Dec 4, 2003
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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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| 
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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_EVOCATION);
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| /*
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|   Spellcast Hook Code
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|   Added 2003-06-20 by Georg
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|   If you want to make changes to all spells,
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|   check x2_inc_spellhook.nss to find out more
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| 
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| */
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| 
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|     if (!X2PreSpellCastCode())
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|     {
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|     // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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|         return;
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|     }
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| 
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| // End of Spell Cast Hook
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| 
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| 
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|     //Declare major variables
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|     int nMetaMagic = PRCGetMetaMagicFeat();
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|     effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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|     effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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|     effect eStrike = EffectVisualEffect(VFX_FNF_SUNBEAM);
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|     effect eDam;
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|     effect eBlind = EffectBlindness();
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|     effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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|     effect eLink = EffectLinkEffects(eBlind, eDur);
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|     int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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|     int nDamage;
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|     int nOrgDam;
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|     int nMax;
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|     float fDelay;
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|     int nBlindLength = 3;
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| 
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|     
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|     int nPenetr = CasterLvl + SPGetPenetr();
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|     
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, PRCGetSpellTargetLocation());
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|     //Get the first target in the spell area
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|     object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, PRCGetSpellTargetLocation());
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|     while(GetIsObjectValid(oTarget))
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|     {
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| 
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|         int nCasterLevel= CasterLvl;
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|         //Limit caster level
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|         if (nCasterLevel > 20)
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|         {
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|             nCasterLevel = 20;
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|         }    
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|     
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|         // Make a faction check
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|         if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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|         {
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|             fDelay = PRCGetRandomDelay(1.0, 2.0);
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|             //Fire cast spell at event for the specified target
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|             SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SUNBEAM));
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|             //Make an SR check
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|             if ( ! PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, 1.0))
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|             {
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|                 //Check if the target is an undead
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|                 if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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|                 {
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|                     //Roll damage and save
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|                     nDamage = d6(nCasterLevel);
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|                     nMax = 6;
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|                 }
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|                 else
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|                 {
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|                     //Roll damage and save
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|                     nDamage = d6(3);
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|                     nOrgDam = nDamage;
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|                     nMax = 6;
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|                     nCasterLevel = 3;
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|                     //Get the adjusted damage due to Reflex Save, Evasion or Improved Evasion
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|                 }
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| 
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|                 //Do metamagic checks
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|                 if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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|                 {
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|                     nDamage = nMax * nCasterLevel;
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|                 }
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|                 if ((nMetaMagic & METAMAGIC_EMPOWER))
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|                 {
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|                     nDamage = nDamage + (nDamage/2);
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|                 }
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| 
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|                 nDamage += SpellDamagePerDice(OBJECT_SELF, nCasterLevel);
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|                 int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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| 
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|                 //Check that a reflex save was made.
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|                 if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE, OBJECT_SELF, 1.0) == 0)
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|                 {
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|                     DelayCommand(1.0, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nBlindLength),TRUE,-1,CasterLvl));
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|                 }
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|                 else
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|                 {
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|                     nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, 0, SAVING_THROW_TYPE_DIVINE);
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|                 }
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|                 //Set damage effect
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|                 eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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|                 if(nDamage > 0)
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|                 {
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|                     //Apply the damage effect and VFX impact
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|                     DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
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|                     DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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|                     PRCBonusDamage(oTarget);
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|                 }
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|             }
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|         }
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|         //Get the next target in the spell area
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|         oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, PRCGetSpellTargetLocation());
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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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