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.
171 lines
6.4 KiB
Plaintext
171 lines
6.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Deep Slmber
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//:: sp_deepslumber
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Goes through the area and sleeps the lowest 2d4
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HD of creatures first.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: March 7 , 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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//:: VFX Pass By: Preston W, On: June 25, 2001
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//:: modified by mr_bumpkin Dec 4, 2003
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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_ENCHANTMENT);
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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 oTarget;
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object oLowest;
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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effect eSleep = EffectSleep();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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effect eLink = EffectLinkEffects(eSleep, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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// * Moved the linking for the ZZZZs into the later code
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// * so that they won't appear if creature immune
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int bContinueLoop;
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int nHD = 10 + d10();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nCurrentHD;
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int bAlreadyAffected;
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int nMax = 9;// maximun hd creature affected
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int nLow;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nDuration = CasterLvl;
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nDuration = 3 + PRCGetScaledDuration(nDuration, oTarget);
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int nPenetr = CasterLvl + SPGetPenetr();
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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string sSpellLocal = "BIOWARE_SPELL_LOCAL_SLEEP_" + ObjectToString(OBJECT_SELF);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nHD = 20;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nHD = nHD + (nHD/2); //Damage/Healing is +50%
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}
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if ((nMetaMagic & METAMAGIC_EXTEND))
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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nDuration += 2;
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//Get the first target in the spell area
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
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//If no valid targets exists ignore the loop
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if (GetIsObjectValid(oTarget))
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{
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bContinueLoop = TRUE;
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}
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// The above checks to see if there is at least one valid target.
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while ((nHD > 0) && (bContinueLoop))
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{
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nLow = nMax;
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bContinueLoop = FALSE;
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//Get the first creature in the spell area
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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//Make faction check to ignore allies
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF)
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&& MyPRCGetRacialType(oTarget) != RACIAL_TYPE_CONSTRUCT
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&& MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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{
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//Get the local variable off the target and determined if the spell has already checked them.
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bAlreadyAffected = GetLocalInt(oTarget, sSpellLocal);
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if (!bAlreadyAffected)
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{
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//Get the current HD of the target creature
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nCurrentHD = GetHitDice(oTarget);
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//Check to see if the HD are lower than the current Lowest HD stored and that the
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//HD of the monster are lower than the number of HD left to use up.
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if(nCurrentHD < nLow
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&& nCurrentHD <= nHD
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&& (nCurrentHD < 11 || GetPRCSwitch(PRC_SLEEP_NO_HD_CAP)))
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{
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nLow = nCurrentHD;
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oLowest = oTarget;
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bContinueLoop = TRUE;
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}
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}
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}
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//Get the next target in the shape
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, PRCGetSpellTargetLocation());
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}
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//Check to see if oLowest returned a valid object
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if(oLowest != OBJECT_INVALID)
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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_SLEEP));
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//Make SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oLowest,nPenetr))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Make Fort save
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oLowest, (nDC), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oLowest);
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if (GetIsImmune(oLowest, IMMUNITY_TYPE_SLEEP) == FALSE)
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{
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effect eLink2 = EffectLinkEffects(eLink, eVis);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oLowest, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl);
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}
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else
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// * even though I am immune apply just the sleep effect for the immunity message
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSleep, oLowest, RoundsToSeconds(nDuration),TRUE,-1,CasterLvl);
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}
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}
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}
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}
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//Set a local int to make sure the creature is not used twice in the pass. Destroy that variable in
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//.3 seconds to remove it from the creature
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SetLocalInt(oLowest, sSpellLocal, TRUE);
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DelayCommand(0.5, SetLocalInt(oLowest, sSpellLocal, FALSE));
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DelayCommand(0.5, DeleteLocalInt(oLowest, sSpellLocal));
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//Remove the HD of the creature from the total
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nHD = nHD - GetHitDice(oLowest);
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oLowest = OBJECT_INVALID;
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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