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.
66 lines
2.3 KiB
Plaintext
66 lines
2.3 KiB
Plaintext
///::///////////////////////////////////////////////
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//:: Battletide
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//:: X2_S0_BattTideA
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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You create an aura that steals energy from your
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enemies. Your enemies suffer a -2 circumstance
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penalty on saves, attack rolls, and damage rolls,
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once entering the aura. On casting, you gain a
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+2 circumstance bonus to your saves, attack rolls,
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and damage rolls.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Dec 04, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs 06/06/03
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#include "NW_I0_SPELLS"
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#include "x0_i0_spells"
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#include "x2_i0_spells"
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#include "x2_inc_spellhook"
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void main()
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{
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//Declare major variables
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effect eLink = CreateBadTideEffectsLink();
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effect eLink2 = CreateGoodTideEffectsLink();
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effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
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effect eVis2 = EffectVisualEffect(VFX_IMP_HOLY_AID);
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effect eFind;
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object oTarget = GetEnteringObject();
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object oCreator = GetAreaOfEffectCreator();
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float fDelay;
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//Check faction of spell targets.
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if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCreator))
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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, GetSpellId()));
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//Make a SR check
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if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget))
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{
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//Make a Fort Save
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if(!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE))
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{
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fDelay = GetRandomDelay(0.75, 1.75);
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//Apply the VFX impact and linked effects
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget));
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}
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}
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}
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else if(oTarget == oCreator)
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{
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//Apply the VFX impact and linked effects
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink2, oTarget);
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}
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}
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