115 lines
3.7 KiB
Plaintext
115 lines
3.7 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: [Sound Burst]
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//:: [NW_S0_SndBurst.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Does 1d8 damage to all creatures in a 10ft
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//:: radius. Will save or the creature is stunned
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//:: for 1 round.
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 31, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Georg Z, Oct. 2003
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#include "ke_spell_factor"
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#include "X0_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget;
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int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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int nDamage;
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effect eStun = EffectStunned();
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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effect eFNF = EffectVisualEffect(VFX_FNF_SOUND_BURST);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink = EffectLinkEffects(eStun, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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effect eDam;
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location lLoc = GetSpellTargetLocation();
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int nDC = GetSpellSaveDC();
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//Apply the FNF to the spell location
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eFNF, lLoc);
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//Get the first target in the spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lLoc);
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while (GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SOUND_BURST));
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//Make a SR check
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if(!MyResistSpell(OBJECT_SELF, oTarget))
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{
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//Roll damage
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nDamage = d4(nCasterLevel)+20;
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//Make a Will roll to avoid being stunned
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if(!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SONIC))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2));
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}
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//Make meta magic checks
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = (4*(nCasterLevel))+20;
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}
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if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2);
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}
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//starting the grand circus of importing and converting back and forth //
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float fDamage = IntToFloat(nDamage);
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// multiplaying damage with fFactor //
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float fFactor = CalculateFactor();
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fDamage = fDamage * fFactor;
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// converting the float damage back to INT damage so we can use it again //
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int nDamage2 = FloatToInt(fDamage);
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// Done and remember to change nDamage with nDamage2 below :) //
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//Set the damage effect
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eDam = EffectDamage(nDamage2, DAMAGE_TYPE_SONIC);
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//Apply the VFX impact and damage effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis,oTarget);
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DelayCommand(0.01, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam,oTarget));
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}
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}
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//Get the next target in the spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lLoc);
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}
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}
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