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.
89 lines
3.9 KiB
Plaintext
89 lines
3.9 KiB
Plaintext
#include "prc_alterations"
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//#include "x2_inc_spellhook"
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#include "prc_inc_spells"
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void RunImpact(object oTarget, object oCaster);
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void main()
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{
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//Declare major variables
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float fDist;
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int nDC = 10 + GetLevelByClass(CLASS_TYPE_OOZEMASTER);
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int nDamage;
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int nDuration = GetLevelByClass(CLASS_TYPE_OOZEMASTER);
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object oTarget;
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effect eFire;
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//Declare and assign personal impact visual effect.
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eDur = ExtraordinaryEffect(EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Signal spell cast at event to fire.
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
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//Calculate the delay time on the application of effects based on the distance
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//between the caster and the target
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fDist = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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// Make appropriate saving throw.
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ACID, OBJECT_SELF) && oTarget != OBJECT_SELF)
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{
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nDamage = d6(2);
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eFire = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
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// Apply effects to the currently selected target.
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DelayCommand(fDist, ApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget));
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DelayCommand(fDist, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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effect eMind = EffectVisualEffect(VFX_DUR_IOUNSTONE_RED);
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//effect stun = EffectLinkEffects(EffectAbilityDecrease(ABILITY_CONSTITUTION, d6()), eMind);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eMind, oTarget, RoundsToSeconds(nDuration));
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ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, d6(), DURATION_TYPE_TEMPORARY, TRUE, RoundsToSeconds(nDuration));
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//----------------------------------------------------------------------
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// Apply the VFX that is used to track the spells duration
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//----------------------------------------------------------------------
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, RoundsToSeconds(nDuration));
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object oSelf = OBJECT_SELF; // because OBJECT_SELF is a function
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DelayCommand(6.0f, RunImpact(oTarget, oSelf));
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}
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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void RunImpact(object oTarget, object oCaster)
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{
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//--------------------------------------------------------------------------
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// Check if the spell has expired (check also removes effects)
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//--------------------------------------------------------------------------
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if (PRCGetDelayedSpellEffectsExpired(SPELL_SLIME_WAVE, oTarget, oCaster))
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{
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return;
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}
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if (GetIsDead(oTarget) == FALSE)
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{
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//----------------------------------------------------------------------
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// Calculate Damage
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//----------------------------------------------------------------------
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int nDamage = PRCMaximizeOrEmpower(6,2, METAMAGIC_NONE);
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effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_ACID);
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effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
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eDam = EffectLinkEffects(eVis,eDam); // flare up
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ApplyEffectToObject (DURATION_TYPE_INSTANT, eDam, oTarget);
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DelayCommand(6.0f, RunImpact(oTarget, oCaster));
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}
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}
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