UW2_PRC8/_module/nss/ac_boulder.nss
Jaysyn904 5197ad9a4d Initial upload
Initial upload
2023-09-25 20:24:01 -04:00

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//Created by Genisys / Guile 6/7/08
//This cool tagbased scripted item throws a boulder at the target
//The item should be single use and look like a boulder (if possible)
//Also, the item should weight 100 lbs!
void RockDamage(location lImpact);
object oPC = GetItemActivator();
#include "x0_i0_spells"
void main()
{
object oUser = GetItemActivator();
object oCaster;
oCaster = oPC;
if(GetLocalInt(GetAreaFromLocation(GetLocation(oUser)), "NOCAST")==2)
{
return;
}
object oTarget;
oTarget = GetItemActivatedTarget();
location lImpact = GetLocation(oTarget);
int nSpell = 775;
if(GetObjectType(oTarget)!=OBJECT_TYPE_CREATURE)
{
FloatingTextStringOnCreature("You must target a creature!", oUser);
return;
}
if(GetAbilityScore(oPC, ABILITY_STRENGTH, TRUE) >19)
{
AssignCommand(oPC, ActionCastSpellAtObject(
nSpell, oTarget, METAMAGIC_ANY, TRUE, 20, PROJECTILE_PATH_TYPE_DEFAULT
, TRUE));
RockDamage(lImpact);
}
}
void RockDamage(location lImpact)
{
float fDelay;
int nDamage;
effect eDam;
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
int nDamageAdjustment = GetAbilityModifier (ABILITY_STRENGTH,OBJECT_SELF);
while (GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE,OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oPC, 775));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lImpact, GetLocation(oTarget))/20;
//Roll damage for each target, but doors are always killed
nDamage = d6(7) + nDamageAdjustment;
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING,DAMAGE_POWER_PLUS_ONE);
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}