Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
52 lines
1.6 KiB
Plaintext
52 lines
1.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Pulse Whirlwind
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//:: NW_S1_PulsWind
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//:: Copyright (c) 2001 Bioware Corp.
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//::///////////////////////////////////////////////
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/*
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All those that fail a save are knocked
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down by the elemental whirlwind.
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*/
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//::///////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 8, 2002
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//::///////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget;
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int nHD = GetHitDice(oNPC);
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int nSTRMod = GetAbilityModifier(ABILITY_STRENGTH, oNPC);
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int nDC = 10 +nSTRMod+ (nHD/2);
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effect eDown = EffectKnockdown();
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effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
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//Get first target in spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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while(GetIsObjectValid(oTarget))
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{
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if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
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{
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, 5.0);
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}
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//Get next target in spell area
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
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}
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}
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