Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
88 lines
3.9 KiB
Plaintext
88 lines
3.9 KiB
Plaintext
//::///////////////////////////////////////////////
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/*
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This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: Jan 20, 2019
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void DoPlague(object oCaster, object oTarget)
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{
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int nDC = PRCGetSaveDC(oTarget, oCaster);
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int nRand = Random(7)+1;
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int nDisease;
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//Use a random seed to determine the disease that will be delivered.
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switch (nRand)
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{
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case 1:
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nDisease = DISEASE_CONTAGION_BLINDING_SICKNESS;
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break;
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case 2:
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nDisease = DISEASE_CONTAGION_CACKLE_FEVER;
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break;
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case 3:
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nDisease = DISEASE_CONTAGION_FILTH_FEVER;
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break;
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case 4:
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nDisease = DISEASE_CONTAGION_MINDFIRE;
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break;
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case 5:
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nDisease = DISEASE_CONTAGION_RED_ACHE;
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break;
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case 6:
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nDisease = DISEASE_CONTAGION_SHAKES;
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break;
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case 7:
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nDisease = DISEASE_CONTAGION_SLIMY_DOOM;
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break;
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}
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effect eDisease = EffectDisease(nDisease);
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// Make the real first save against the spell's DC
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DISEASE))
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{
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//The effect is permament because the disease subsystem has its own internal resolution
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//system in place.
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// The first disease save is against an impossible fake DC, since at this point the
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// target has already failed their real first save.
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisease, oTarget, 0.0f, TRUE, -1);
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}
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}
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_DUR_AURA_DISEASE);
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effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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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 = GetFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTarget, 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 (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCaster) && 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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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, DoPlague(oCaster, oTarget));
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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} |