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.
121 lines
4.8 KiB
Plaintext
121 lines
4.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Ice Storm
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//:: NW_S0_IceStorm
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Everyone in the area takes 3d6 Bludgeoning
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and 2d6 Cold damage.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 12, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (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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//Declare major variables
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object oCaster = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_COLD);
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int nCasterLvl = CasterLvl;
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage, nDamage2, nDamage3;
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int nVariable = nCasterLvl/3;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_ICESTORM); //USE THE ICESTORM FNF
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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effect eDam,eDam2, eDam3;
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// These last for one round. Added as they are in the 3.5 PHB
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effect eLink = EffectLinkEffects(EffectSkillDecrease(SKILL_LISTEN, 4), EffectMovementSpeedDecrease(50));
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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CasterLvl +=SPGetPenetr();
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//Apply the ice storm VFX 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, RADIUS_SIZE_HUGE, 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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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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fDelay = PRCGetRandomDelay(0.75, 2.25);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_ICE_STORM));
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
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{
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//Roll damage for each target
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nDamage = d6(3);
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nDamage2 = d6(2);
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nDamage3 = d6(nVariable);
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//Resolve metamagic
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 18;
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nDamage2 = 12;
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nDamage3 = 6 * nVariable;
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage / 2);
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nDamage2 = nDamage2 + (nDamage2 / 2);
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nDamage3 = nDamage3 + (nDamage3 / 2);
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}
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nDamage2 = nDamage2 + nDamage3;
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nDamage += SpellDamagePerDice(oCaster, 3);
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nDamage2 += SpellDamagePerDice(oCaster, 2+nVariable);
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING);
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eDam2 = PRCEffectDamage(oTarget, nDamage2, EleDmg);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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PRCBonusDamage(oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam2, 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 impact 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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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0,TRUE,-1,CasterLvl);
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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, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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