//:://///////////////////////////////////////////// //:: 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 //::////////////////////////////////////////////// #include "x2_I0_SPELLS" #include "x2_inc_spellhook" #include "x0_I0_SPELLS" void main() { /* Spellcast Hook Code Added 2003-06-20 by Georg If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = GetSpellTargetObject(); float fDist = GetDistanceBetween(OBJECT_SELF, oTarget); float fDelay = fDist/(3.0 * log(fDist) + 2.0); int nDam, nDam2, nDam3; int nSpellDC = GetEpicSpellSaveDC(OBJECT_SELF); int nLevel = GetLevelByClass(CLASS_TYPE_SORCERER); int nLevel2 = GetLevelByClass(CLASS_TYPE_WIZARD); if (nLevel >= 24){ nDam = d6(85); nDam2 = d6(70); nDam3 = d6(15); } else if (nLevel2 >= 24){ nDam = d6(85); nDam2 = d6(70); nDam3 = d6(15); } else { nDam = d6(45); nDam2 = d6(40); nDam3 = d6(12); } //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId())); //Roll damage //int nDam = d6(85); //int nDam2 = d6(70); //int nDam3 = d6(15); //Set damage effect if (MySavingThrow(SAVING_THROW_FORT,oTarget,nSpellDC,SAVING_THROW_TYPE_SPELL,OBJECT_SELF) != 0 ) { nDam /=2; } effect eDam = EffectDamage(nDam, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY); effect eDam2 = EffectDamage(nDam2, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY); effect eDam3 = EffectDamage(nDam3, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY); ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam2, oTarget)); ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_LRG_RED), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam3, oTarget)); }