//:://///////////////////////////////////////////// //:: Greater Ruin //:: X2_S2_Ruin //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* // The caster deals 35d6 damage to a single target fort save for half damage */ //::////////////////////////////////////////////// //:: Created By: Andrew Nobbs //:: Created On: Nov 18, 2002 //::////////////////////////////////////////////// /* Altered by Boneshank, for purposes of the Epic Spellcasting project. */ #include "prc_alterations" //#include "inc_dispel" #include "inc_epicspells" void main() { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION); if (!X2PreSpellCastCode()) { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); return; } if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_GR_RUIN)) { //Declare major variables object oTarget = PRCGetSpellTargetObject(); float fDist = GetDistanceBetween(OBJECT_SELF, oTarget); float fDelay = fDist/(3.0 * log(fDist) + 2.0); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId())); //Roll damage int nDam = d6(35); //Set damage effect if (PRCMySavingThrow(SAVING_THROW_FORT,oTarget,GetEpicSpellSaveDC(OBJECT_SELF, oTarget),SAVING_THROW_TYPE_SPELL,OBJECT_SELF) != 0 ) { nDam /=2; if (GetHasMettle(oTarget, SAVING_THROW_FORT)) // This script does nothing if it has Mettle, bail nDam = 0; } effect eDam = EffectDamage(nDam, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY); ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED), oTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); }