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.
80 lines
2.3 KiB
Plaintext
80 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Avascular Mass C
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//:: sw_avasmassC.nss
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//:://////////////////////////////////////////////
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/*
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Upon entering the AOE the target must make
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a reflex save or be entangled by animated blood
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vessels.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 11/15/05
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_alterations"
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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_NECROMANCY);
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//Declare major variables
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effect eHold = EffectEntangle();
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effect eSlow = EffectSlow();
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//effect eEntangle = EffectVisualEffect(VFX_DUR_AMENTANGLE);
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effect eEntangle = EffectVisualEffect(VFX_DUR_ENTANGLE);
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//Link Entangle and Hold effects
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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int bValid;
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object aoeCreator = GetAreaOfEffectCreator();
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int CasterLvl = PRCGetCasterLevel(aoeCreator);
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int nPenetr = SPGetPenetrAOE(aoeCreator,CasterLvl);
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object oTarget = GetFirstInPersistentObject();
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while(GetIsObjectValid(oTarget))
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{
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// Woodland Stride does not negate as
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if(GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) != TRUE)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, aoeCreator))
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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_AVASCULAR_MASS));
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//Make SR check
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if(!GetHasSpellEffect(SPELL_AVASCULAR_MASS, oTarget))
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{
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if(!PRCDoResistSpell(aoeCreator, oTarget,nPenetr))
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{
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//Make reflex save
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, (PRCGetSaveDC(oTarget,aoeCreator))))
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{
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//Apply linked effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2),FALSE);
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}
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}
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}
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//If Reflex save successful, slow the target
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else
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlow, oTarget, RoundsToSeconds(2), FALSE);
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}
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}
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}
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//Get next target in the AOE
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oTarget = GetNextInPersistentObject();
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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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