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.
		
			
				
	
	
		
			156 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Dragonblast
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| //:: Spell FileName XXX_S_Dragonblast
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Evocation [See Text]
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|     Level: Sor/Wiz 5
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|     Components: V, S, M
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|     Casting Time: 1 standard action
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|     Range: Medium (20M)
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|     Target: One creature or object
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|     Duration: Instantaneous
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|     Saving Throw: Reflex Partial (see text)
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|     Spell Resistance: Yes
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|     Source: Various (IceFractal)
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| 
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|     A glowing, somewhat blurred image of dragon flies from your outstretched
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|     hand, attacking the creature or object targeted with two claws (1d6 slashing
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|     damage each), a bite (2d6 piercing damage), two wings (1d6 bludgeoning
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|     damage each), a tail slap (2d6 bludgeoning damage), and a breath weapon
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|     (1d6 + 1d6/caster level above 10th, maximum 10d6 at level 20) energy damage,
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|     type of damage is chosen by caster. The damage type chosen by the caster
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|     makes the spell a spell of that element, eg. fire damage makes it a [Fire]
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|     spell. The breath weapon does normal energy damage and allows a reflex save
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|     for half. All of the attacks hit automatically, there is no attack roll by
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|     the caster required.
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| 
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|     Arcane Material Component: A dragon scale.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Although it is easy to script, the VFX might be harder - although it would
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|     be insannneeellyyy cool to have! A projectile and a proper impact probably.
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| 
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|     It is quite a hard spell to work out, but does:
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|     x2 1d6 slashing
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|     2d6 Piercing
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|     2x 1d6 bludgeoning
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|     2d6 bludgeoning
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| 
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|     And the breath weapon, at 1d6+.
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| 
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|     Meaning 9d6 minimum, 19d6 maximum.
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| 
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|     Is this unbalanced? its easily changed!
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "SMP_INC_SPELLS"
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| 
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| void main()
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| {
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|     // Spell Hook Check.
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|     if(!SMP_SpellHookCheck(SMP_SPELL_DRAGONBLAST)) return;
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| 
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|     // Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget = GetSpellTargetObject();
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|     int nCasterLevel = SMP_GetCasterLevel();
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|     int nMetaMagic = SMP_GetMetaMagicFeat();
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|     int nSpellSaveDC = SMP_GetSpellSaveDC();
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|     int nDam;
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|     float fDelay;
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| 
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|     // Get breath weapon damage, and thusly the save type
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|     int nBreathWeaponDamage = GetLocalInt(oCaster, "SMP_SPELL_DRAGONBLAST_TYPE");
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| 
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|     // Default to fire
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|     int nDamageType = DAMAGE_TYPE_FIRE;
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|     int nSaveType = SAVING_THROW_TYPE_FIRE;
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| 
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|     // Fire
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|     if(nBreathWeaponDamage == 0)
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|     {
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|         nDamageType = DAMAGE_TYPE_FIRE;
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|         nSaveType = SAVING_THROW_TYPE_FIRE;
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|     }
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|     // Cold
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|     else if(nBreathWeaponDamage == 1)
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|     {
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|         nDamageType = DAMAGE_TYPE_COLD;
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|         nSaveType = SAVING_THROW_TYPE_COLD;
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|     }
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|     // Sonic
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|     else if(nBreathWeaponDamage == 2)
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|     {
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|         nDamageType = DAMAGE_TYPE_SONIC;
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|         nSaveType = SAVING_THROW_TYPE_SONIC;
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|     }
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|     // Acid
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|     else if(nBreathWeaponDamage == 3)
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|     {
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|         nDamageType = DAMAGE_TYPE_ACID;
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|         nSaveType = SAVING_THROW_TYPE_ACID;
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|     }
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|     // Electrical
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|     else if(nBreathWeaponDamage == 4)
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|     {
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|         nDamageType = DAMAGE_TYPE_ELECTRICAL;
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|         nSaveType = SAVING_THROW_TYPE_ELECTRICITY;
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|     }
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| 
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|     // Get the amount of d6's for the breath weapon
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|     int nBreathDice = SMP_LimitInteger(nCasterLevel - 10, 10);
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| 
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|     // Delcare effects
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|     effect eVis = EffectVisualEffect(SMP_VFX_IMP_DRAGONBLAST);
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| 
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| 
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|     // PvP check
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|     if(!GetIsReactionTypeFriendly(oTarget))
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|     {
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|         // Signal event
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|         SMP_SignalSpellCastAt(oTarget, SMP_SPELL_DRAGONBLAST);
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| 
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| 
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|         // SR Resistance
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|         if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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|         {
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|             // Do two claws (1d6 slashing damage each)
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|             nDam = SMP_MaximizeOrEmpower(6, 1, nMetaMagic);
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|             SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_SLASHING);
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|             nDam = SMP_MaximizeOrEmpower(6, 1, nMetaMagic);
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|             SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_SLASHING);
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| 
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|             // a bite (2d6 piercing damage)
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|             nDam = SMP_MaximizeOrEmpower(6, 2, nMetaMagic);
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|             DelayCommand(0.1, SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_PIERCING));
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| 
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|             // two wings (1d6 bludgeoning damage each)
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|             nDam = SMP_MaximizeOrEmpower(6, 1, nMetaMagic);
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|             DelayCommand(0.2, SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING));
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|             nDam = SMP_MaximizeOrEmpower(6, 1, nMetaMagic);
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|             DelayCommand(0.2, SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING));
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| 
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|             // a tail slap (2d6 bludgeoning damage)
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|             nDam = SMP_MaximizeOrEmpower(6, 2, nMetaMagic);
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|             DelayCommand(0.3, SMP_ApplyDamageToObject(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING));
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| 
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|             // and a breath weapon (1d6 + 1d6/caster level above 10th,
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|             // maximum 10d6 at level 20) energy damage
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|             nDam = SMP_MaximizeOrEmpower(6, nBreathDice, nMetaMagic);
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| 
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|             // Reflex save
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|             nDam = SMP_GetAdjustedDamage( SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, nSaveType, oCaster, 0.4);
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| 
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|             if(nDam > 0)
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|             {
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|                 DelayCommand(0.4, SMP_ApplyDamageToObject(oTarget, nDam, nDamageType));
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|             }
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|         }
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|     }
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| }
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