119 lines
4.1 KiB
Plaintext
119 lines
4.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Cone: Mindflayer Mind Blast
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//:: x2_m1_mindblast
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Anyone caught in the cone must make a
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Will save (DC 17) or be stunned for 3d4 rounds
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: Dec 5/02
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//:://////////////////////////////////////////////
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#include "x2_i0_spells"
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void main()
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{
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int nSaveDC = 14 +(GetHitDice(OBJECT_SELF)/2) + GetAbilityModifier(ABILITY_WISDOM,OBJECT_SELF);
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int nDC = (GetHitDice(OBJECT_SELF)-20)+ nSaveDC;
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object oTarget = GetSpellTargetObject();
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object oCaster = OBJECT_SELF;
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float fRange = 15.0f;
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int nDuration = d4(1)+1;
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//DoMindBlast(nSaveDC, d6(10), 15.0f);
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if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(oCaster))
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{
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//Make them stop what they are doing instantly!
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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//SetModuleOverrideSpellScriptFinished();
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FloatingTextStringOnCreature("All spells fizzle in town.", oCaster);
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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//Handle Jail...
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//NO ITEMS WORK IN JAIL!!!
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if(GetLocalInt(GetArea(oCaster), "JAIL")==1)
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{
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AssignCommand(oCaster, ClearAllActions());
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//Though the player may show animation, nothing happens! :)
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//SetModuleOverrideSpellScriptFinished();
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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{
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int nStunTime;
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float fDelay;
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location lTargetLocation = GetSpellTargetLocation();
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object oTarget;
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effect eCone;
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, fRange, lTargetLocation, TRUE);
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while(GetIsObjectValid(oTarget))
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{
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int nApp = GetAppearanceType(oTarget);
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int bImmune = FALSE;
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//----------------------------------------------------------------------
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// Hack to make mind flayers immune to their psionic attacks...
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//----------------------------------------------------------------------
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if (nApp == 413 ||nApp== 414 || nApp == 415)
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{
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bImmune = TRUE;
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}
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if(spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE,OBJECT_SELF) && oTarget != OBJECT_SELF && !bImmune )
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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// already stunned
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if (GetHasSpellEffect(GetSpellId(),oTarget))
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{
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// only affects the targeted object
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_STUN), oTarget);
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int nDamage;
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if (GetLevelByClass(CLASS_TYPE_SHIFTER,OBJECT_SELF)>0)
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{
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nDamage = d6(GetLevelByClass(CLASS_TYPE_SHIFTER,OBJECT_SELF)/2);
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}
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else
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{
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nDamage = d6(GetHitDice(OBJECT_SELF)/2);
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BIGBYS_FORCEFUL_HAND), oTarget);
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}
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else if (WillSave(oTarget, nDC) < 1)
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{
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//Calculate the length of the stun
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nStunTime = nDuration;
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//Set stunned effect
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eCone = EffectStunned();
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eCone = SupernaturalEffect(eCone); //Hack to make it bypass immunities :)
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//Apply the VFX impact and effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCone, oTarget, RoundsToSeconds(nStunTime)));
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, fRange, lTargetLocation, TRUE);
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}
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}
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}
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