Amon_PRC8/_removed/x2_s2_ruin.nss
Jaysyn904 c5cffc37af Initial Commit
Initial Commit [v1.01]
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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
//:://////////////////////////////////////////////
#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));
}