Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
114 lines
4.4 KiB
Plaintext
114 lines
4.4 KiB
Plaintext
void DoMindDrain (object oTarget);
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void main()
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{
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int nEvent = GetUserDefinedEventNumber();
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if (nEvent == 50)
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{
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SpeakString("*The fungus reacts to your presence*");
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// Do the spell effect
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//Declare major variables
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object oCaster = OBJECT_SELF;
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effect eExplode = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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effect eEffect = EffectVisualEffect(VFX_IMP_POISON_S);
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effect eMirv = EffectVisualEffect(VFX_DUR_MIRV_ACID);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eConfusion = EffectConfused();
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effect eLink=EffectLinkEffects(eCessate,eConfusion);
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effect eDur=EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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eLink=EffectLinkEffects(eDur,eLink);
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eLink=ExtraordinaryEffect(eLink);
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float fDelay;
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float fDist;
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int nSave;
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float fDuration;
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///Get the spell target location as opposed to the spell target.
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location lTarget = GetLocation(OBJECT_SELF);
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if (!GetIsFriend(oTarget))
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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_CONFUSION));
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// Do the Mirv
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMirv, oTarget);
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//Get the distance between the explosion and the target to calculate delay
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// * recalculate appropriate distances
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fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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fDelay = fDist/(3.0 * log(fDist) + 2.0);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nSave = FortitudeSave(oTarget,18,SAVING_THROW_TYPE_POISON);
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//Set the damage effect
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if(nSave == 0)
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{
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// choose a duration
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fDuration=RoundsToSeconds(d6()+2);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,fDuration));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget));
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}
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// Do mind drain 60 seconds later
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DelayCommand(60.0, DoMindDrain (oTarget));
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 40.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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}
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void DoMindDrain (object oTarget)
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{
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effect eEffect = EffectVisualEffect(VFX_IMP_POISON_L);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eConfusion = EffectAbilityDecrease(ABILITY_INTELLIGENCE,d4(2));
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effect eLink=EffectLinkEffects(eCessate,eConfusion);
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eLink=ExtraordinaryEffect(eLink);
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float fDuration;
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int nSave = FortitudeSave(oTarget,15,SAVING_THROW_TYPE_POISON);
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//Set the damage effect
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if(nSave == 0)
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{
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FloatingTextStringOnCreature("The spore from the fungus continues to infect you",oTarget);
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fDuration=TurnsToSeconds(d6()+2);
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// Apply effects to the currently selected target.
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,fDuration);
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget);
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}
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}
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