//::///////////////////////////////////////////////
//:: Hammer of the Gods
//:: [NW_S0_HammGods.nss]
//:: Copyright (c) 2000 Bioware Corp.
//:://////////////////////////////////////////////
//:: Does 1d8 damage to all enemies within the
//:: spells 20m radius and dazes them if a
//:: Will save is failed.
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 12, 2001
//:://////////////////////////////////////////////
//:: VFX Pass By: Preston W, On: June 21, 2001
//:: Update Pass By: Preston W, On: Aug 1, 2001

//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
#include "prc_inc_spells"  
#include "prc_add_spell_dc"

void main()
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);


    

    int nCasterLvl = CasterLvl;
    int nMetaMagic = PRCGetMetaMagicFeat();
    effect eDam;
    effect eDaze = EffectDazed();
    effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);

    effect eLink = EffectLinkEffects(eMind, eDaze);
    eLink = EffectLinkEffects(eLink, eDur);

    effect eVis = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
    effect eStrike = EffectVisualEffect(VFX_FNF_STRIKE_HOLY);
    float fDelay;
    int nDamageDice = nCasterLvl/2;
    if(nDamageDice == 0)
    {
        nDamageDice = 1;
    }
    //Limit caster level
    if (nDamageDice > 40)
    {
        nDamageDice = 40;
    }
    int nDamage;
    int nPenetr = CasterLvl +SPGetPenetr();
    
    //Apply the holy strike VFX
    ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, PRCGetSpellTargetLocation());
    object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
    while (GetIsObjectValid(oTarget))
    {
       //Make faction checks
        if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_HAMMER_OF_THE_GODS));
            //Make SR Check
            if (!PRCDoResistSpell(OBJECT_SELF, oTarget,nPenetr))
            {
                fDelay = PRCGetRandomDelay(0.6, 1.3);
                //Roll damage
                nDamage = d8(nDamageDice);
                //Make metamagic checks
                if ((nMetaMagic & METAMAGIC_MAXIMIZE))
                {
                    nDamage = 8 * nDamageDice;
                }
                if ((nMetaMagic & METAMAGIC_EMPOWER))
                {
                    nDamage = FloatToInt( IntToFloat(nDamage) * 1.5 );
                }
                //nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
                int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
                
                //Make a will save for half damage and negation of daze effect
                if (PRCMySavingThrow(SAVING_THROW_WILL, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE, OBJECT_SELF, 0.5))
                {
                    nDamage = nDamage / 2;
                }
                else if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
                {
                	nDamage = 0;
                }
                else
                {
                    //Apply daze effect
                    DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(d6()),TRUE,-1,CasterLvl));
                }
                //Set damage effect
                eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE );
                //Apply the VFX impact and damage effect
                DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
                DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
             }
        }
        //Get next target in shape
        oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, PRCGetSpellTargetLocation());
    }
    


DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
// Getting rid of the local integer storing the spellschool name
}