PRC8_fork/trunk/epicspellscripts/ss_ep_gr_ruin.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

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//::///////////////////////////////////////////////
//:: 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");
}