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.
		
			
				
	
	
		
			144 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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|    ----------------
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|    Anger the Sleeping Earth
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| 
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|    true_utr_slperth
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|    ----------------
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| 
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|     1/9/06 by Stratovarius
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| */ /** @file
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| 
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|     Anger the Sleeping Earth
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| 
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|     Level: Perfected Map 4
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|     Range: 100 feet
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|     Area: 80' Radius
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|     Duration: 1 Round
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|     Spell Resistance: No
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|     Save: Reflex, see text.
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|     Metautterances: Extend
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| 
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|     Your words shake the foundation of the earth, causing massive devastation and widespread mayhem.
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|     This utterance functions as the Earthquake spell.
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| */
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| 
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| #include "true_inc_trufunc"
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| #include "true_utterhook"
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| //#include "prc_alterations"
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| 
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| void DoQuake(struct utterance utter, location lTarget, )
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| {
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|     //Declare major variables
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|     int nSpectacularDeath = TRUE;
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|     int nDisplayFeedback  = TRUE;
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|     int bInside           = GetIsAreaInterior(GetArea(utter.oTrueSpeaker));
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|     int nProneDC          = 15;
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|     int nDamageDC         = 15;
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|     int nFissureDC        = 20;
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|     int nDamage;
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| 	float fSize       = FeetToMeters(80.0);
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| 	float fProneDur   = 18.0;
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|     effect eVis       = EffectVisualEffect(VFX_IMP_LEAF);
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|     effect eDam;
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| 	effect eExplode   = EffectVisualEffect(VFX_PRC_FNF_EARTHQUAKE);
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| 	effect eExplode2  = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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| 	effect eExplode3  = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
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| 	effect eShake     = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE2);
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| 	effect eKnockdown = EffectKnockdown();
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| 
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| 	// Perform screen shake
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|     SPApplyEffectToObject(DURATION_TYPE_INSTANT, eShake, utter.oTrueSpeaker);
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| 
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| 	//Apply epicenter explosion on caster
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| 	ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode,  GetLocation(utter.oTrueSpeaker));
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| 	ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode2, GetLocation(utter.oTrueSpeaker));
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| 	ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode3, GetLocation(utter.oTrueSpeaker));
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| 
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| 
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| 	//Declare the spell shape, size and the location.  Capture the first target object in the shape.
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| 	object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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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|         // Normal targeting restriction, except also skip affecting the caster
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|         if(oTarget != utter.oTrueSpeaker && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, utter.oTrueSpeaker))
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|         {
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|             // Let the target's AI know
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|             SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, utter.nSpellId));
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|             SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, SPELL_EARTHQUAKE)); // Also signal with Earthquake spellID. Some things might be hardcoded to react to it
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| 
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|             // First, always knock targets prone, DC 15 to avoid
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|             if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nProneDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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|             {
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|                 SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, fProneDur, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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|             }
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| 
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|             // Indoors, get hit by falling rubble for 8d6, reflex half
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|             if(bInside)
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|             {
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|                 nDamage = PRCGetReflexAdjustedDamage(d6(8), oTarget, nDamageDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker);
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|                 SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY),
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|                                       oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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|             }
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|             // Outdoors, 25% chance to fall into a fissure and die
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|             else
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|             {
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|                 if(d4() == 4)
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|                 {
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|                     if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nFissureDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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|                     {
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|                         DeathlessFrenzyCheck(oTarget);
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|                         /// @todo Find appropriate VFX to play here
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|                         SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(nSpectacularDeath, nDisplayFeedback),
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|                                               oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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|                     }
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|                 }
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|             }
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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 = MyNextObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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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| /*
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|   Spellcast Hook Code
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|   Added 2006-7-19 by Stratovarius
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|   If you want to make changes to all utterances
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|   check true_utterhook to find out more
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| 
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| */
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| 
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|     if (!TruePreUtterCastCode())
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|     {
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|     // If code within the PreUtterCastHook (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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|     object oTrueSpeaker = OBJECT_SELF;
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|     object oTarget      = PRCGetSpellTargetObject();
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|     struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_PERFECTED_MAP);
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| 
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|     if(utter.bCanUtter)
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|     {
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|         utter.fDur = RoundsToSeconds(1);
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|         if(utter.bExtend) utter.fDur *= 2;
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|         utter.nSaveType  = SAVING_THROW_TYPE_NONE;
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|         utter.nSaveThrow = SAVING_THROW_FORT;
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|         utter.nSaveDC    = GetTrueSpeakerDC(oTrueSpeaker);
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|         location lTarget = PRCGetSpellTargetLocation();
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| 
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|         // Perform the earthquake
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|         DoQuake(utter, lTarget);
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| 
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|         // Extended earthquake - apply the effects again next round
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|         if(utter.bExtend)
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|             DelayCommand(6.0f, DoQuake(utter, lTarget));
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| 
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|     	DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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|     }// end if - Successful utterance
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| } |