100 lines
3.6 KiB
Plaintext
100 lines
3.6 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Greater Ruin
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//:: X2_S2_Ruin
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// The caster deals 35d6 damage to a single target
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fort save for half damage
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 18, 2002
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//:://////////////////////////////////////////////
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#include "x2_I0_SPELLS"
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#include "x2_inc_spellhook"
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#include "x0_I0_SPELLS"
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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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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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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 = GetSpellTargetObject();
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float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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int nDam, nDam2, nDam3;
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int nSpellDC = GetEpicSpellSaveDC(OBJECT_SELF);
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int nLevel = GetLevelByClass(CLASS_TYPE_SORCERER);
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int nLevel2 = GetLevelByClass(CLASS_TYPE_WIZARD);
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if (nLevel >= 24){
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nDam = d6(85);
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nDam2 = d6(70);
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nDam3 = d6(15);
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}
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else if (nLevel2 >= 24){
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nDam = d6(85);
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nDam2 = d6(70);
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nDam3 = d6(15);
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}
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else {
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nDam = d6(45);
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nDam2 = d6(40);
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nDam3 = d6(12);
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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, GetSpellId()));
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//Roll damage
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//int nDam = d6(85);
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//int nDam2 = d6(70);
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//int nDam3 = d6(15);
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//Set damage effect
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if (MySavingThrow(SAVING_THROW_FORT,oTarget,nSpellDC,SAVING_THROW_TYPE_SPELL,OBJECT_SELF) != 0 )
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{
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nDam /=2;
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}
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY);
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effect eDam2 = EffectDamage(nDam2, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY);
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effect eDam3 = EffectDamage(nDam3, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY);
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ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam2, oTarget));
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ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam3, oTarget));
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}
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