Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/racescripts/race_razorstorm.nss
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58
trunk/racescripts/race_razorstorm.nss
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//::///////////////////////////////////////////////
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//:: Razor Storm
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//:: race_razorstorm.nss
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//:://////////////////////////////////////////////
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/*
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// 2d6 slashing in a 15' cone, Reflex save(10+Con) for half
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Fox
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//:: Created On: Feb 8, 2008
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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float fDist;
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int nDamage;
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int nDC = 10 + GetAbilityModifier(ABILITY_CONSTITUTION);
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effect eRazor;
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effect eArmorPenalty = EffectACDecrease(2);
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//Declare and assign personal impact visual effect.
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effect eVis = EffectVisualEffect(VFX_IMP_SPIKE_TRAP);
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int RzrDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_SLASHING);
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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 = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(15.0), GetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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 (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Signal spell cast at event to fire.
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_BLADELING_RAZOR_STORM));
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//Calculate the delay time on the application of effects based on the distance
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//between the caster and the target
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fDist = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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//Make saving throw.
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nDamage = d6(2);
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//Run the damage through the various reflex save and evasion feats
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NONE);
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eRazor = PRCEffectDamage(oTarget, nDamage, RzrDmg);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDist, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eRazor, oTarget));
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DelayCommand(fDist, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, FeetToMeters(15.0), GetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eArmorPenalty, OBJECT_SELF, HoursToSeconds(24));
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}
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