Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Avascular Mass
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//:: FileName sp_avas_mass.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*Avascular Mass
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Necromancy [Death, Evil]
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Sorc/Wizard 8
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Range: Close
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Saving Throw: Fortitude partial and Reflex negates
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Spell Resistance: yes
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You shoot a ray of necromantic energy from your outstretched
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hand, causing any living creature struck by the ray to violently
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purge blood vessels through its skin. You must succeed
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on a ranged touch attack to affect the subject. If successful, the
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subject is reduced to half of its current hit points (rounded down)
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and stunned for 1 round. On a successful Fortitude saving throw the
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subject is not stunned.
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Also, the purged blood vessels are magically animated, creating a many
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layered mass of magically strong, adhesive tissue that traps those caught
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in it... Creatures caught within a 20 foot radius become entangled unless
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the succeed on a Reflex save. The original target of the spell is automatically
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entangled.
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The entangled creature takes a -2 penalty on attack rolls, -4 to effective Dex,
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and can't move. An entangled character that attempts to cast a spell must succeed
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in a concentration check. Because the avascular mass is magically animate, and
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gradually tightens on those it holds, the Concentration check DC is 30...Once loose,
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a creature may progress through the writhing blood vessels very slowly.
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Spell is modeled after Entanglement, using three seperate scripts.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 10/05/05
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//:://////////////////////////////////////////////
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//::Added hold ray functionality - HackyKid
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#include "prc_inc_sp_tch"
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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//Implements the spell impact, put code here
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// if called in many places, return TRUE if
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// stored charges should be decreased
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// eg. touch attack hits
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//
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// Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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int nPenetr = nCasterLevel + SPGetPenetr();
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int nHP = GetCurrentHitPoints(oTarget);
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effect eHold = EffectEntangle();
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effect eSlow = EffectSlow();
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_AVASCULAR_MASS, oCaster);
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//temporary VFX
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effect eLink = EffectVisualEffect(VFX_DUR_ENTANGLE);
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//damage rounds up
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int nDam = (nHP - (nHP / 2));
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effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL);
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//Blood gush
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effect eBlood = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
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//Make touch attack
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int iAttackRoll= PRCDoRangedTouchAttack(oTarget);
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// Do attack beam VFX. Ornedan is my hero.
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND, !iAttackRoll), oTarget, 1.0f);
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if (iAttackRoll)
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{
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//Spell Resistance & Living Check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr) && PRCGetIsAliveCreature(oTarget))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBlood, oTarget);
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//Apply AoE writing blood vessel VFX centered on oTarget
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//ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eMass, lLocation, fDuration);
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//Orignial target automatically entangled
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2),FALSE);
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//Fortitude Save for Stun
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nSaveDC, SAVING_THROW_TYPE_EVIL))
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{
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effect eStun = EffectStunned();
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effect eStunVis = EffectVisualEffect(VFX_IMP_STUN);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eStunVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, RoundsToSeconds(1));
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}
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//Declare major variables for Mass including Area of Effect Object
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effect eAOE = EffectAreaOfEffect(VFX_PER_AVASMASS);
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location lTarget = PRCGetSpellTargetLocation();
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int nDuration = 3 + nCasterLevel / 2;
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//Make sure duration does not equal 0
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if(nDuration < 1)
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{
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nDuration = 1;
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}
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//Check Extend metamagic feat
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if(CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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nDuration = nDuration * 2; //Duration is +100%
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}
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//Create an instance of the AOE Object using the Apply Effect function
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
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object oAoE = GetAreaOfEffectObject(lTarget, GetAreaOfEffectTag(VFX_PER_AVASMASS));
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SetAllAoEInts(SPELL_AVASCULAR_MASS, oAoE, PRCGetSpellSaveDC(SPELL_AVASCULAR_MASS, SPELL_SCHOOL_CONJURATION), 0, nCasterLevel);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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}
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//SPEvilShift(oCaster);
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return iAttackRoll; //return TRUE if spell charges should be decremented
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}
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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if (!X2PreSpellCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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if(!nEvent) //normal cast
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{
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if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
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{ //holding the charge, casting spell on self
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SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
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return;
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}
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if (oCaster != oTarget) //cant target self with this spell, only when holding charge
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DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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}
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else
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{
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if(nEvent & PRC_SPELL_EVENT_ATTACK)
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{
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if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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DecrementSpellCharges(oCaster);
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}
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}
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PRCSetSchool();
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}
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