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.
148 lines
5.5 KiB
Plaintext
148 lines
5.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Chaos Hammer
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//:: Spell FileName PHS_S_ChaosHammr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Chaotic]
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Level: Chaos 4
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Area: 6.67M.-radius burst
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Duration: Instantaneous (1d6 rounds); see text
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Saving Throw: Will partial; see text
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Spell Resistance: Yes
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You unleash chaotic power to smite your enemies. The power takes the form of
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a multicolored explosion of leaping, ricocheting energy. Only lawful and
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neutral (not chaotic) creatures are harmed by the spell.
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The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to
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lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to
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lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A
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successful Will save reduces the damage by half and negates the slow effect.
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The spell deals only half damage against creatures who are neither lawful nor
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chaotic, and they are not slowed. Such a creature can reduce the damage by
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half again (down to one-quarter) with a successful Will save.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Chaotic = No damage
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Neutral = Half damage, can quarter on a will save. Never slowed.
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Lawful = Full damage, can half on a will save. Slowed on fail.
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Hits non-chatoic people.
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Hits for up to 5d6 damage, or 10d6 VS outsiders.
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Neutrals take /2 damage.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck()) return;
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// Delcare major variables.
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = GetCasterLevel(oCaster);
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nAlignment, nDam;
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int nSpellSaveDC = GetSpellSaveDC();
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float fDuration, fDelay;
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// Delcare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eVisSlow = EffectVisualEffect(VFX_IMP_SLOW);
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effect eSlow = EffectSlow();
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eSlow, eDur);
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eLink = EffectLinkEffects(eLink, eVisSlow);
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// how much damage dice?
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// 1d8 damage/2 caster levels. We do 1d6/caster level to outsiders
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int nOutsiderDice = PHS_LimitInteger(nCasterLevel, 10);
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// Normal dice will be nOutsiderDice/2, or 1 per 2 caster levels.
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int nNormalDice = PHS_LimitInteger(nOutsiderDice/2);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(PHS_VFX_FNF_CHAOS_HAMMER);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Loop all targets in the area.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_FEET_20, lTarget, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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// Alignment check and PvP check
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nAlignment = GetAlignmentLawChaos(oTarget);
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if(nAlignment != ALIGNMENT_CHAOTIC &&
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!GetIsReactionTypeFriendly(oTarget) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHAOS_HAMMER);
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// Delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// Get random damage
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if(GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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{
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nDam = PHS_MaximizeOrEmpower(6, nOutsiderDice, nMetaMagic);
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}
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else
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{
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nDam = PHS_MaximizeOrEmpower(8, nNormalDice, nMetaMagic);
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}
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// Half damage if only neutral
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if(nAlignment == ALIGNMENT_NEUTRAL)
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{
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// Divide by 2.
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nDam /= 2;
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}
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// Will saving throw for half damage, and no slow.
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// - Chaos Saving throw.
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// If we SAVE it does half damage - no slow
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if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_CHAOS))
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{
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// No slow - hald damage
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nDam /= 2;
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if(nDam > 0)
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{
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// Do damage and VFX
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
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}
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}
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else
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{
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// Else, full damage. If not neutral, slow for 1d6 rounds
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// Do damage and VFX
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
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// If not alignment neutral, we apply slow as they failed the save.
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if(nAlignment != ALIGNMENT_NEUTRAL)
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{
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// Apply slow instantly.
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fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 6, 1, nMetaMagic);
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// Apply slow for fDuration, and instantly!
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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}
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}
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// Get next target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_FEET_20, lTarget, TRUE);
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}
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}
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