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.
140 lines
5.8 KiB
Plaintext
140 lines
5.8 KiB
Plaintext
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///::///////////////////////////////////////////////
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//:: Word of Faith
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//:: [NW_S0_WordFaith.nss]
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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A 30ft blast of divine energy rushs out from the
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Cleric blasting all enemies with varying effects
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depending on their HD.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Feb 5, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: April 11, 2001
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//:: Sep 2002: fixed the 'level 8' instantkill problem
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//:: description is slightly inaccurate but I won't change it
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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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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int nDamage;
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object oTarget;
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int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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effect eBlind = EffectBlindness();
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effect eStun = EffectStunned();
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effect eConfuse = EffectConfused();
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effect eDeath = EffectDeath();
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eSmite = EffectVisualEffect(VFX_FNF_WORD);
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effect eSonic = EffectVisualEffect(VFX_IMP_SONIC);
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effect eUnsummon = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eLink;
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int nHD;
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int nDead;
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float fDelay;
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int nDuration = nCasterLevel / 2;
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effect eDam;
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//Apply the FNF VFX impact to the target location
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eSmite, GetSpellTargetLocation());
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//Get the first target in the spell area
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetSpellTargetLocation());
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while (GetIsObjectValid(oTarget))
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{
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//Make a faction check
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if(GetIsEnemy(oTarget))
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{
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nHD = GetHitDice(oTarget);
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fDelay = GetRandomDelay(0.5, 2.0);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_WORD_OF_FAITH));
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//Make SR check
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if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eSonic, oTarget);
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//Check if the target is an outsider
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if (GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER || GetRacialType(oTarget) == RACIAL_TYPE_ELEMENTAL)
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{
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if ((nDead!=1)&&(nHD<18))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(TRUE),oTarget);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eUnsummon, oTarget));
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nDead=1;
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}
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else
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{
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nDamage = GetCurrentHitPoints(oTarget)/2;
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eDam = EffectDamage(nDamage,DAMAGE_TYPE_NEGATIVE);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eUnsummon, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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}
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else
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{
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//Check the HD of the creature
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//Apply the appropriate effects based on HD
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if (nHD >= 12)
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{
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eLink = EffectLinkEffects(eBlind, eDur);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, RoundsToSeconds(nDuration)));
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}
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else if (nHD >= 8 && nHD < 12)
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{
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eLink = EffectLinkEffects(eStun, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eBlind);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
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}
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else if (nHD > 4 && nHD < 8)
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{
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eLink = EffectLinkEffects(eStun, eMind);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eConfuse);
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eLink = EffectLinkEffects(eLink, eBlind);
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)));
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}
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else
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{
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_DEATH))
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{
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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}
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}
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}
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}
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//Get the next target in the spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetSpellTargetLocation());
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}
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}
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