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.
		
			
				
	
	
		
			217 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Chill Metal
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| //:: Spell FileName PHS_S_ChillMetal
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Transmutation [Cold]
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|     Level: Drd 2
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|     Components: V, S, DF
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|     Casting Time: 1 standard action
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|     Range: Close (8M)
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|     Target: Metal equipment of one enemy creature per two
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|               levels, within a 10-M. radius.
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|     Duration: 7 rounds
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|     Saving Throw: Will negates
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|     Spell Resistance: Yes
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| 
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|     Chill metal makes metal extremely cold, damaging the holding creature.
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| 
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|     A creature takes cold damage if its equipment is chilled. It takes full
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|     damage if it is holding a metal weapon, using a shield and wearing metal
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|     armor. It takes half damage if it is only carrying a shield and metal weapon,
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|     or armor with no shield or metal weapon, or take 1/4 damage if it is holding
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|     just a metal weapon or just a metal shield. The creature takes minimum damage
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|     (1 point or 2 points; see the table) even if it isn't wearing anything metal.
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| 
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|     On the first round of the spell, the metal becomes chilly and uncomfortable
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|     to touch but deals no damage. The same effect also occurs on the last round
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|     of the spell’s duration. During the second (and also the next-to-last) round,
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|     icy coldness causes pain and damage. In the third, fourth, and fifth rounds,
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|     the metal is freezing cold, causing more damage, as shown on the table below.
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| 
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|     Round   Metal Temperature   Damage
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|     1       Cold                None
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|     2       Icy                 1d4 points
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|     3-5     Freezing            2d4 points
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|     6       Icy                 1d4 points
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|     7       Cold                None
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| 
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|     Chill metal counters and dispels heat metal.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Ok, ok, ok...affects enemies only
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| 
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|     Easy enough, it does this:
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| 
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|     - May target allies if they have Heat Metal on them, because it will dispel it.
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|     - If it is an enemy, it will chill only if they are not already being chilled.
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|     - Will apply a duration effect, and do a heartbeat effect lasting 7 rounds.
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| 
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|     Like ACid arrow. Damage:
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| 
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|     - Full: Using a metal weapon, a shield, and metal armor
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|     - Half: Just armor, or a shield and a metal weapon (or two metal weapons, duh!)
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|     - Quarter: Just a metal weapon or just a shield
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|     - Minimum: No metal weapon, shield or armor on.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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| // Put in 1 to start. Works from nRound goes to 7.
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| // Does damage each round based on equipment.
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| void DoChillEffect(int nRound, object oTarget, object oCaster, int nMetaMagic);
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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(!PHS_SpellHookCheck()) 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;
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|     location lTarget = GetSpellTargetLocation();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     float fDelay;
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| 
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|     // Duration is 7 rounds always
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|     float fDuration = RoundsToSeconds(7);
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| 
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|     // Declare Effects
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|     effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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|     effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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|     effect eDispel = EffectVisualEffect(VFX_IMP_DISPEL);
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| 
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|     // Apply AOE visual
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|     effect eImpact = EffectVisualEffect(PHS_VFX_FNF_CHILL_METAL);
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|     PHS_ApplyLocationVFX(lTarget, eImpact);
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| 
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|     // Get all targets in a sphere, 10M radius.
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|     oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     // Loop targets
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|     while(GetIsObjectValid(oTarget))
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|     {
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|         // Get the distance between the explosion and the target to calculate delay
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|         fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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| 
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|         // Check if an ally
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|         if(GetIsFriend(oTarget))
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|         {
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|             // Dispels heat metal
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|             if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_HEAT_METAL, oTarget, fDelay))
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|             {
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|                 // Fire cast spell at event for the specified target
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|                 PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHILL_METAL, FALSE);
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| 
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|                 // Dispel VFX
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|                 DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eDispel));
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|             }
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|         }
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|         // PvP Check
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|         else if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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|         // Make sure they are not immune to spells
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|            !PHS_TotalSpellImmunity(oTarget) &&
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|         // Not got the spell effect too
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|            !GetHasSpellEffect(PHS_SPELL_CHILL_METAL, oTarget))
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|         {
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|             // Fire cast spell at event for the specified target
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|             PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHILL_METAL);
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| 
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|             // Spell resistance And immunity checking.
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|             if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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|             {
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|                 // Will save negates
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|                 if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD, oCaster, fDelay))
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|                 {
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|                     DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration));
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|                     // We start on round 2, so put in 1
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|                     DelayCommand(fDelay + 6.0, DoChillEffect(1, oTarget, oCaster, nMetaMagic));
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|                 }
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|             }
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|         }
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|         // Get Next Target
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|         oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     }
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| }
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| 
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| // Put in 1 to start. Works from nRound goes to 7.
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| // Does damage each round based on equipment.
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| void DoChillEffect(int nRound, object oTarget, object oCaster, int nMetaMagic)
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| {
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|     if(GetIsObjectValid(oTarget) && GetIsObjectValid(oCaster) &&
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|        GetHasSpellEffect(PHS_SPELL_CHILL_METAL, oTarget))
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|     {
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|         // Will only do damage on rounds 2 to 6.
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|         int nCurrentRound = nRound + 1;
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| 
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|         // Get rounds
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|         if(nCurrentRound > 2)
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|         {
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|             // Get percent of damage to take. Could be 1 or 2, or all of it.
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| 
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|             // We get 25% less per weapon slot, or 50% less per armor.
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|             float fPercent = 0.0;
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|             object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
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|             // 4 or more is metal armor - chain shirt is meta, studded leather is not.
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|             if(PHS_GetArmorType(oItem) >= 4)
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|             {
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|                 fPercent += 0.5;
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|             }
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|             int nCnt;
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|             //int    INVENTORY_SLOT_RIGHTHAND = 4;
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|             //int    INVENTORY_SLOT_LEFTHAND  = 5;
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|             for(nCnt = INVENTORY_SLOT_RIGHTHAND; nCnt <= INVENTORY_SLOT_LEFTHAND; nCnt++)
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|             {
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|                 // Check hand weapons
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|                 oItem = GetItemInSlot(nCnt, oTarget);
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|                 // Need a shield (any) or it to be a metal weapon.
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|                 if(PHS_GetIsMetalWeapon(oItem) ||
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|                    PHS_GetIsShield(oItem))
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|                 {
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|                     fPercent += 0.25;
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|                 }
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|             }
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|             // We time damage by fPercent, noting that if fPercent is 0, we
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|             // just do minimum damage
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| 
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|             int nDam, nDice;
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|             // Get possible damage.
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|             if(nCurrentRound == 2 || nCurrentRound == 6)
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|             {
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|                 nDice = 1;
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|             }
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|             else
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|             {
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|                 nDice = 2;
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|             }
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|             // Check percent of damage
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|             if(fPercent != 0.0)
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|             {
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|                 nDam = FloatToInt(IntToFloat(PHS_MaximizeOrEmpower(4, 1, nMetaMagic)) * fPercent);
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|             }
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|             else
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|             {
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|                 nDam = nDice;
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|             }
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|             // Do damage, if any
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|             if(nDam <= nDice)// Should never be true
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|             {
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|                 nDam = nDice;
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|             }
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| 
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|             // Do damage and VFX
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|             effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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|             PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD);
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|         }
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|         // If we are at 5 or less (if we are at 6, when it next fires, it'll be round 7!)
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|         if(nCurrentRound <= 5)
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|         {
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|             DelayCommand(6.0, DoChillEffect(nCurrentRound, oTarget, oCaster, nMetaMagic));
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|         }
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|     }
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| }
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