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.
144 lines
5.6 KiB
Plaintext
144 lines
5.6 KiB
Plaintext
/*
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----------------
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Anger the Sleeping Earth
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true_utr_slperth
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----------------
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1/9/06 by Stratovarius
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*/ /** @file
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Anger the Sleeping Earth
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Level: Perfected Map 4
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Range: 100 feet
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Area: 80' Radius
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Duration: 1 Round
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Spell Resistance: No
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Save: Reflex, see text.
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Metautterances: Extend
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Your words shake the foundation of the earth, causing massive devastation and widespread mayhem.
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This utterance functions as the Earthquake spell.
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*/
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#include "true_inc_trufunc"
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#include "true_utterhook"
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//#include "prc_alterations"
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void DoQuake(struct utterance utter, location lTarget, )
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{
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//Declare major variables
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int nSpectacularDeath = TRUE;
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int nDisplayFeedback = TRUE;
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int bInside = GetIsAreaInterior(GetArea(utter.oTrueSpeaker));
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int nProneDC = 15;
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int nDamageDC = 15;
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int nFissureDC = 20;
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int nDamage;
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float fSize = FeetToMeters(80.0);
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float fProneDur = 18.0;
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effect eVis = EffectVisualEffect(VFX_IMP_LEAF);
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effect eDam;
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effect eExplode = EffectVisualEffect(VFX_PRC_FNF_EARTHQUAKE);
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effect eExplode2 = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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effect eExplode3 = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
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effect eShake = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE2);
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effect eKnockdown = EffectKnockdown();
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// Perform screen shake
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eShake, utter.oTrueSpeaker);
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//Apply epicenter explosion on caster
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(utter.oTrueSpeaker));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode2, GetLocation(utter.oTrueSpeaker));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode3, GetLocation(utter.oTrueSpeaker));
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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 = MyFirstObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(GetIsObjectValid(oTarget))
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{
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// Normal targeting restriction, except also skip affecting the caster
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if(oTarget != utter.oTrueSpeaker && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, utter.oTrueSpeaker))
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{
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// Let the target's AI know
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SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, utter.nSpellId));
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SignalEvent(oTarget, EventSpellCastAt(utter.oTrueSpeaker, SPELL_EARTHQUAKE)); // Also signal with Earthquake spellID. Some things might be hardcoded to react to it
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// First, always knock targets prone, DC 15 to avoid
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nProneDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, fProneDur, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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// Indoors, get hit by falling rubble for 8d6, reflex half
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if(bInside)
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{
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nDamage = PRCGetReflexAdjustedDamage(d6(8), oTarget, nDamageDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY),
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oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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// Outdoors, 25% chance to fall into a fissure and die
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else
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{
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if(d4() == 4)
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{
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nFissureDC, SAVING_THROW_TYPE_SPELL, utter.oTrueSpeaker))
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{
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DeathlessFrenzyCheck(oTarget);
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/// @todo Find appropriate VFX to play here
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(nSpectacularDeath, nDisplayFeedback),
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oTarget, 0.0f, FALSE, utter.nSpellId, utter.nTruespeakerLevel, utter.oTrueSpeaker);
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}
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}
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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_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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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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struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_PERFECTED_MAP);
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if(utter.bCanUtter)
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{
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utter.fDur = RoundsToSeconds(1);
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if(utter.bExtend) utter.fDur *= 2;
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utter.nSaveType = SAVING_THROW_TYPE_NONE;
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utter.nSaveThrow = SAVING_THROW_FORT;
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utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker);
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location lTarget = PRCGetSpellTargetLocation();
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// Perform the earthquake
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DoQuake(utter, lTarget);
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// Extended earthquake - apply the effects again next round
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if(utter.bExtend)
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DelayCommand(6.0f, DoQuake(utter, lTarget));
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DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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} |