UW2_PRC8/_module/nss/nw_s1_draggas.nss
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//::///////////////////////////////////////////////
//:: Dragon Breath Gas Cloud
//:: NW_S1_DragGas
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calculates the proper damage and DC Save for the
breath weapon based on the HD of the dragon.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 9, 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
int nAge = GetHitDice(OBJECT_SELF);
int nDamage, nDC, nDamStrike;
float fDelay;
object oTarget;
effect eVis, eBreath;
//Use the HD of the creature to determine damage and save DC
if (nAge <= 6) //Wyrmling
{
nDamage = d6(2);
nDC = 13;
}
else if (nAge >= 7 && nAge <= 9) //Very Young
{
nDamage = d6(4);
nDC = 16;
}
else if (nAge >= 10 && nAge <= 12) //Young
{
nDamage = d6(6);
nDC = 17;
}
else if (nAge >= 13 && nAge <= 15) //Juvenile
{
nDamage = d6(8);
nDC = 20;
}
else if (nAge >= 16 && nAge <= 18) //Young Adult
{
nDamage = d6(10);
nDC = 36;
}
else if (nAge >= 19 && nAge <= 21) //Adult
{
nDamage = d6(16);
nDC = 42;
}
else if (nAge >= 22 && nAge <= 24) //Mature Adult
{
nDamage = d6(18);
nDC = 46;
}
else if (nAge >= 25 && nAge <= 27) //Old
{
nDamage = d6(22);
nDC = 48;
}
else if (nAge >= 28 && nAge <= 30) //Very Old
{
nDamage = d6(24);
nDC = 50;
}
else if (nAge >= 31 && nAge <= 33) //Ancient
{
nDamage = d6(28);
nDC = 54;
}
else if (nAge >= 34 && nAge <= 37) //Wyrm
{
nDamage = d6(32);
nDC = 60;
}
else if (nAge > 37) //Great Wyrm
{
nDamage = d6(34);
nDC = 68;
}
PlayDragonBattleCry();
//Get first target in spell area
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget))
{
//Reset the damage to full
nDamStrike = nDamage;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_GAS));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
if(MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_ACID))
{
nDamStrike = nDamStrike/2;
if(GetHasFeat(FEAT_EVASION, oTarget) || GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = 0;
}
}
else if(GetHasFeat(FEAT_IMPROVED_EVASION, oTarget))
{
nDamStrike = nDamStrike/2;
}
if (nDamStrike > 0)
{
//Set Damage and VFX
eBreath = EffectDamage(nDamStrike, DAMAGE_TYPE_ACID);
eVis = EffectVisualEffect(VFX_IMP_POISON_L);
//Apply the VFX impact and effects
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eBreath, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE);
}
}