Initial upload.
Adding base PRC 4.19a files to repository.
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120
trunk/spells/x0_s0_bombard.nss
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120
trunk/spells/x0_s0_bombard.nss
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//::///////////////////////////////////////////////
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//:: Bombardment
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//:: X0_S0_Bombard
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// Rocks fall from sky
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// 1d8 damage/level to a max of 10d8
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// Reflex save for half
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 22 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs May 01, 2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);
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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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object oCaster = OBJECT_SELF;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nCasterLvl = CasterLvl;
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CasterLvl +=SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_METEOR_SWARM);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 20)
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{
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nCasterLvl = 20;
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}
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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 = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, 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) == TRUE)
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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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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
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{
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int nSpellDC = (PRCGetSaveDC(oTarget,OBJECT_SELF)) ;
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//Roll damage for each target
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nDamage = d8(nCasterLvl);
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//Resolve metamagic
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 8 * nCasterLvl;
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + nDamage / 2;
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}
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nDamage += SpellDamagePerDice(oCaster, nCasterLvl);
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nSpellDC, SAVING_THROW_TYPE_ALL);
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING);
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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(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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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, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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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_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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