Fixed targeting for Claws of the Savage. Updated VFX for Landshark Boots. Made GetTotalUsableEssentia respect Incandescent Overload. Added the rest of the old CEP2 weapons to prc_x2_itemprop. Fixed DoCone() to allow skipping SR checks. Fixed Blast of Flame to not have an SR check. Fixed Lightining Guantlet's Hand bind to add electrical damage to melee weapon, once per round. Vow of Poverty now allows Shield of Thought. Cloudkill now obeys poison immunity True Resurrection should work on any PC as well as any NPC in your party.
133 lines
5.0 KiB
Plaintext
133 lines
5.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Cloudkill: Heartbeat
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//:: NW_S0_CloudKillC.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All creatures with 3 or less HD die, those with
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4 to 6 HD must make a save Fortitude Save or die.
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Those with more than 6 HD take 1d10 Poison damage
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every round.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 17, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003
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//:: modified by Ornedan Dec 22, 2004 to PnP rules
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//:: Fixed poison immunity bypass 2026-04-28
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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#include "prcsp_archmaginc"
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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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//Declare major variables
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage = d4();
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//effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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object oTarget;
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int nHD;
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float fDelay;
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//Enter Metamagic conditions
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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{
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nDamage = 4;//Damage is at max
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}
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if(nMetaMagic & METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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//--------------------------------------------------------------------------
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// GZ 2003-Oct-15
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// When the caster is no longer there, all functions calling
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// GetAreaOfEffectCreator will fail. Its better to remove the barrier then
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//--------------------------------------------------------------------------
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if (!GetIsObjectValid(GetAreaOfEffectCreator()))
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{
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DestroyObject(OBJECT_SELF);
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return;
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}
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object aoeCreator = GetAreaOfEffectCreator();
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int CasterLvl = GetLocalInt(OBJECT_SELF, "X2_AoE_Caster_Level");
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int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl);
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//Set damage effect
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//Get the first object in the persistant AOE
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oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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fDelay = PRCGetRandomDelay();
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if(spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE , aoeCreator) )
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{
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if(CheckMasteryOfShapes(aoeCreator, oTarget))
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{
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// Target is protected by Mastery of Shaping, skip damage
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oTarget = GetNextInPersistentObject();
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continue;
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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, SPELL_CLOUDKILL));
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nHD = GetHitDice(oTarget);
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//Apply VFX impact and damage
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//Creatures with less than 6 HD take full damage automatically
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//Any with more than 6 get to save (Fortitued) for half
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if (nHD < 6)
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{
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// Check for poison immunity before applying damage
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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{
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AssignCommand(aoeCreator, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDamage, DURATION_TYPE_TEMPORARY, TRUE, -1.0f));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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else
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{
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,aoeCreator)), SAVING_THROW_TYPE_SPELL, OBJECT_SELF))
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{
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// Check for poison immunity before applying damage
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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{
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AssignCommand(aoeCreator, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDamage, DURATION_TYPE_TEMPORARY, TRUE, -1.0f));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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else
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{
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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nDamage = 0;
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// Check for poison immunity before applying damage
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_POISON))
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{
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// Halve the damage on succesfull save.
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AssignCommand(aoeCreator, ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDamage / 2, DURATION_TYPE_TEMPORARY, TRUE, -1.0f));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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//Get the next target in the AOE
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oTarget = GetNextInPersistentObject();
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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} |