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.
84 lines
3.5 KiB
Plaintext
84 lines
3.5 KiB
Plaintext
/*
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----------------
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Cadence of the Thunder Drake
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Acolyte of the Ego level 2+
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true_ego_fort
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----------------
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3/1/20 by Stratovarius
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Type of Feat: Class
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Prerequisite: Acolye of the Ego 2+
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Specifics: You can make a single breath weapon attack— specifically, a 20-foot cone of painful noise that deals 2d6 points of
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sonic damage per morphic cadence you know. The Reflex save to halve the damage is DC 10 + your acolyte of the ego class level + your Con modifier + the number of morphic cadences you know.
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Use: Selected.
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*/
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#include "true_inc_trufunc"
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#include "true_utterhook"
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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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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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// End of Spell Cast Hook
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object oTrueSpeaker = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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// Cadences always use personal truenames, even when targeting another creature
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struct utterance utter = EvaluateUtterance(oTrueSpeaker,
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oTrueSpeaker,
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METAUTTERANCE_NONE/* Use METAUTTERANCE_NONE if it has no Metautterance usable*/,
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LEXICON_EVOLVING_MIND /* Uses the same DC formula*/);
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if(utter.bCanUtter)
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{
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int nClass = GetLevelByClass(CLASS_TYPE_ACOLYTE_EGO, oTrueSpeaker);
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int nDice = GetCadenceCount(oTrueSpeaker);
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// Figure out where the cone was targetted.
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location lTargetLocation = PRCGetSpellTargetLocation();
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int nSaveDC = 10 + nClass + nDice + GetAbilityModifier(ABILITY_CONSTITUTION, oTrueSpeaker);
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(20.0), lTargetLocation, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oTrueSpeaker))
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{
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//Get the distance between the target and caster to delay the application of effects
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float fDelay = PRCGetSpellEffectDelay(lTargetLocation, oTarget);
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// Roll damage for each target
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int nDamage = d6(nDice * 2);
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nSaveDC, SAVING_THROW_TYPE_SONIC);
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// Apply effects to the currently selected target.
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if(nDamage > 0)
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{
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effect eDamage = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_SONIC);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SONIC), oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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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_SPELLCONE, FeetToMeters(20.0), lTargetLocation, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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// Mark for the Law of Sequence. This only happens if the cadence succeeds, which is why its down here.
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DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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