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.
71 lines
3.0 KiB
Plaintext
71 lines
3.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Chilling Tentacles - OnHeartbeat
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//:: FileName inv_chilltentc.nss
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//::///////////////////////////////////////////////
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//#include "prc_inc_spells"
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//#include "prc_alterations"
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#include "prc_inc_combmove"
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#include "inv_inc_invfunc"
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void DecrementTentacleCount(object oTarget, string sVar)
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{
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SetLocalInt(oTarget, sVar, GetLocalInt(oTarget, sVar) - 1);
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}
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void main()
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{
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object oCaster = GetAreaOfEffectCreator();
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int nInvokerLevel = GetInvokerLevel(oCaster, CLASS_TYPE_WARLOCK);
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int nPenetr = SPGetPenetrAOE(oCaster, nInvokerLevel);
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object oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE , oCaster)
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&& !GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL)
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&& oTarget != oCaster)
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{
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//Fire cast spell at event for the target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_CHILLING_TENTACLES));
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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//apply cold damage - always happens
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effect eColdDamage = EffectDamage(d6(2), DAMAGE_TYPE_COLD);
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eColdDamage = EffectLinkEffects(eColdDamage, EffectVisualEffect(VFX_IMP_FROST_S));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eColdDamage, oTarget);
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}
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//now do grappling and stuff
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int nGrappleSucessful = FALSE;
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//this spell doesnt need to make a touch attack
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//as defined in the spell
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int nAttackerGrappleMod = nInvokerLevel+4+4;
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nGrappleSucessful = _DoGrappleCheck(OBJECT_INVALID, oTarget, nAttackerGrappleMod);
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if(nGrappleSucessful)
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{
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//if already being grappled, apply damage
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if(GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF)))
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{
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//apply the damage
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int nDamage = d6();
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nDamage += 4;
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effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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//now being grappled
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AssignCommand(oTarget, ClearAllActions());
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effect eHold = EffectCutsceneImmobilize();
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effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R);
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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//eLink = EffectKnockdown();
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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SetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF),
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GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF))+1);
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DelayCommand(6.1, DecrementTentacleCount(oTarget, "GrappledBy_"+ObjectToString(OBJECT_SELF)));
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}
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}
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oTarget = GetNextInPersistentObject();
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}
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}
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