Updated to PRC8
Updated to PRC8. Further function integration. Fixed NPC onDeath script. Full compile. Updated release archive.
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							| @@ -0,0 +1,107 @@ | ||||
| //:://///////////////////////////////////////////// | ||||
| //:: Name      Ayailla's Radiant Burst | ||||
| //:: FileName  sp_ayaiila_rb.nss | ||||
| //::////////////////////////////////////////////// | ||||
| /**@file Ayailla's Radiant Burst | ||||
| Evocation [Good] | ||||
| Level: Sanctified 2 | ||||
| Components: V, S, Sacrifice | ||||
| Casting Time: 1 standard action | ||||
| Range: 60 ft. | ||||
| Area: Cone-shaped burst | ||||
| Duration: Instantaneous | ||||
| Saving Throw: Fortitude negates (blindness) and | ||||
| Reflex half (shards) | ||||
| Spell Resistance: Yes | ||||
|  | ||||
| Shards of heavenly light spray from your fingertips, | ||||
| blinding evil creatures in their path for 1 round. | ||||
| A successful Fortitude save negates the blindness. | ||||
| The luminous shards also sear the flesh of evil | ||||
| creatures, dealing 1d6 points of damage per two | ||||
| caster levels (maximum 5d6). A successful Reflex | ||||
| save halves the damage, which is of divine origin. | ||||
|  | ||||
| Sacrifice: 1d2 points of Strength damage. | ||||
|  | ||||
| Author:    Tenjac | ||||
| Created:   6/1/06 | ||||
| */ | ||||
| //::////////////////////////////////////////////// | ||||
| //::////////////////////////////////////////////// | ||||
|  | ||||
| #include "prc_inc_spells" | ||||
| #include "prc_add_spell_dc" | ||||
|  | ||||
| void main() | ||||
| { | ||||
|         if(!X2PreSpellCastCode()) return; | ||||
|  | ||||
|         PRCSetSchool(SPELL_SCHOOL_EVOCATION); | ||||
|  | ||||
|         object oPC = OBJECT_SELF; | ||||
|         int nCasterLvl = PRCGetCasterLevel(oPC); | ||||
|         int nDC; | ||||
|         int nDam; | ||||
|         int nMetaMagic = PRCGetMetaMagicFeat(); | ||||
|         location lLoc = PRCGetSpellTargetLocation(); | ||||
|         object oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, 18.28f, lLoc, TRUE, OBJECT_TYPE_CREATURE); | ||||
|         float fDur = 6.0f; | ||||
|  | ||||
|         //Metamagic extend | ||||
|         if(nMetaMagic & METAMAGIC_EXTEND) | ||||
|         { | ||||
|                 fDur = fDur * 2; | ||||
|         } | ||||
|  | ||||
|         while(GetIsObjectValid(oTarget)) | ||||
|         { | ||||
|                 //make sure it's not the PC | ||||
|                 if(oTarget != oPC) | ||||
|                 { | ||||
|                         if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()) && GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL) | ||||
|                         { | ||||
|                                 nDC = PRCGetSaveDC(oTarget, oPC); | ||||
|  | ||||
|                                 if(PRCGetIsAliveCreature(oTarget)) | ||||
|                                 { | ||||
|                                     if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC)) | ||||
|                                     { | ||||
|                                         SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBlindness(), oTarget, fDur); | ||||
|                                     } | ||||
|                                 } | ||||
|  | ||||
|                                 //evil take damage, separate saving throw | ||||
|                                 nDam = d6(min(5, nCasterLvl/2)); | ||||
|  | ||||
|                                 //maximize | ||||
|                                 if(nMetaMagic & METAMAGIC_MAXIMIZE) | ||||
|                                 { | ||||
|                                     nDam = 6 * (min(20, nCasterLvl/2)); | ||||
|                                 } | ||||
|                                  | ||||
|                                 //empower | ||||
|                                 if(nMetaMagic & METAMAGIC_EMPOWER) | ||||
|                                 { | ||||
|                                     nDam += (nDam/2); | ||||
|                                 } | ||||
|  | ||||
|                                 if(PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC)) nDam = (nDam/2); | ||||
|  | ||||
|                                 //Apply damage | ||||
|                                 SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_DIVINE), oTarget); | ||||
|                         } | ||||
|                 } | ||||
|                 oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, 18.28f, lLoc, TRUE, OBJECT_TYPE_CREATURE); | ||||
|         } | ||||
|  | ||||
|         //Bwahah... yes, it's secretly Corruption cost and not Sacrifice :P | ||||
|         DoCorruptionCost(oPC, ABILITY_STRENGTH, d2(), 0); | ||||
|  | ||||
|         //Sanctified spells get mandatory 10 pt good adjustment, regardless of switch | ||||
|         AdjustAlignment(oPC, ALIGNMENT_GOOD, 10, FALSE); | ||||
|  | ||||
|         //SPGoodShift(oPC); | ||||
|  | ||||
|         PRCSetSchool(); | ||||
| } | ||||
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