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.
111 lines
4.1 KiB
Plaintext
111 lines
4.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Balagarn's Iron Horn
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//::
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// Create a virbration that shakes creatures off their feet.
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// Make a strength check as if caster has strength 20
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// against all enemies in area
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// Changes it so its not a cone but a radius.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 22 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs May 01, 2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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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_TRANSMUTATION);
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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 nCasterLvl = CasterLvl;
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int nPenetr = CasterLvl + SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDelay;
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float nSize = RADIUS_SIZE_COLOSSAL;
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effect eExplode = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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effect eShake = EffectVisualEffect(VFX_FNF_SCREEN_BUMP);
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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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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 20)
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{
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nCasterLvl = 20;
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eShake, OBJECT_SELF, RoundsToSeconds(d3()),TRUE,-1,CasterLvl);
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//Apply epicenter explosion on caster
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(OBJECT_SELF));
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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, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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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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// * spell should not affect the caster
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && (oTarget != oCaster))
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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, 436));
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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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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr, fDelay))
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{
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effect eTrip = EffectKnockdown();
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// * DO a strength check vs. Strength 20
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if (d20() + GetAbilityScore(oTarget, ABILITY_STRENGTH) <= 20 + d20() )
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTrip, oTarget, 6.0,TRUE,-1,CasterLvl));
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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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else
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FloatingTextStrRefOnCreature(2750, OBJECT_SELF, FALSE);
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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, nSize, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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