Initial upload
Initial upload
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125
_module/nss/nw_s1_dragfire.nss
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125
_module/nss/nw_s1_dragfire.nss
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//::///////////////////////////////////////////////
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//:: Dragon Breath Fire
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//:: NW_S1_DragFire
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calculates the proper damage and DC Save for the
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breath weapon based on the HD of the dragon.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 9, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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void main()
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{
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//Declare major variables
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int nAge = GetHitDice(OBJECT_SELF);
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int nDamage, nDC, nDamStrike;
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float fDelay;
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object oTarget;
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effect eVis, eBreath;
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//Use the HD of the creature to determine damage and save DC
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if (nAge <= 6) //Wyrmling
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{
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nDamage = d10(2);
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nDC = 15;
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}
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else if (nAge >= 7 && nAge <= 9) //Very Young
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{
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nDamage = d10(4);
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nDC = 18;
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}
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else if (nAge >= 10 && nAge <= 12) //Young
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{
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nDamage = d10(6);
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nDC = 19;
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}
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else if (nAge >= 13 && nAge <= 15) //Juvenile
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{
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nDamage = d10(8);
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nDC = 22;
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}
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else if (nAge >= 16 && nAge <= 18) //Young Adult
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{
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nDamage = d10(10);
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nDC = 24;
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}
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else if (nAge >= 19 && nAge <= 22) //Adult
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{
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nDamage = d10(12);
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nDC = 25;
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}
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else if (nAge >= 23 && nAge <= 24) //Mature Adult
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{
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nDamage = d10(14);
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nDC = 28;
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}
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else if (nAge >= 25 && nAge <= 27) //Old
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{
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nDamage = d10(18);
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nDC = 36;
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}
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else if (nAge >= 28 && nAge <= 30) //Very Old
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{
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nDamage = d10(22);
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nDC = 42;
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}
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else if (nAge >= 31 && nAge <= 33) //Ancient
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{
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nDamage = d10(28);
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nDC = 48;
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}
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else if (nAge >= 34 && nAge <= 37) //Wyrm
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{
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nDamage = d10(36);
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nDC = 58;
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}
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else if (nAge > 37) //Great Wyrm
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{
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nDamage = d10(48);
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nDC = 68;
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}
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PlayDragonBattleCry();
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
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{
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//Reset the damage to full
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nDamStrike = nDamage;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_FIRE));
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE))
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{
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nDamStrike = nDamStrike/2;
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if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = 0;
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}
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}
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else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
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{
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nDamStrike = nDamStrike/2;
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}
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if (nDamStrike > 0)
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{
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//Set Damage and VFX
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eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
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eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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//Determine effect delay
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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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_INSTANT, eBreath, oTarget));
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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, 14.0, GetSpellTargetLocation(), TRUE);
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}
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}
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