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.
87 lines
4.2 KiB
Plaintext
87 lines
4.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Negative Energy Burst
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//:: prc_dnc_negburst.nss
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//:://////////////////////////////////////////////
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/*
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The Dread Necro releases a burst of negative energy
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doing 1d4 / level negative energy damage
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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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#include "prc_inc_function"
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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 nClass = GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oCaster);
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_LOS_EVIL_20); //Replace with Negative Pulse
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eDam, eHeal;
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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//Get the spell target location as opposed to the spell target.
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location lTarget = GetLocation(oCaster);
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//Apply the 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 = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget);
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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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int nDC = 10 + (nClass/2) + GetAbilityModifier(ABILITY_CHARISMA, oCaster);
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//Roll damage for each target
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nDamage = d4(nClass);
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if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_NEGATIVE, OBJECT_SELF, fDelay))
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{
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nDamage /= 2;
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if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
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{
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nDamage = 0;
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}
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}
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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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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// * any undead should be healed, not just Friendlies
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if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD
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|| (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD)
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|| GetLocalInt(oTarget, "AcererakHealing"))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST, FALSE));
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//Set the heal effect
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eHeal = EffectHeal(nDamage);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, 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, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget));
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}
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else
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_BURST));
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_NEGATIVE);
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// Apply effects to the currently selected target.
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SPApplyEffectToObject(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, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, 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_SPHERE, FeetToMeters(10.0), lTarget);
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}
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}
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