Further file organization
Further file organization
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82
nwn/nwnprc/trunk/newspellbook/inv_dra_terrroar.nss
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82
nwn/nwnprc/trunk/newspellbook/inv_dra_terrroar.nss
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//::///////////////////////////////////////////////
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//:: Name Terrifying Roar
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//:: FileName inv_dra_terrroar.nss
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//::///////////////////////////////////////////////
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/*
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Greater Invocation
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5th Level Spell
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You utter a powerful roar that fills a 30' cone.
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All creatures whose hit dice are equal to or less
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than your caster level become panicked for 1 round.
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If they succeed on a Will save they are shaken for
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one round. This is a mind-affecting fear effect.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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// shaken -2 attack,weapon dmg,save.
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// panicked -2 save + flee away ,50 % drop object holding
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
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int nPenetr = CasterLvl + SPGetPenetr();
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float fDuration = RoundsToSeconds(CasterLvl);
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float fRange = FeetToMeters(30.0);
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float fDelay;
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eFear = EffectFrightened();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eSaveD = EffectSavingThrowDecrease(SAVING_THROW_ALL,2);
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effect eShaken = EffectShaken();
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//Link the panicked effects
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effect eLink = EffectLinkEffects(eFear, eMind);
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eLink = EffectLinkEffects(eLink, eSaveD);
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eLink = EffectLinkEffects(eLink, eDur);
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//Link the shaken effects
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effect eLink2 = EffectLinkEffects(eShaken, eDur);
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//Get first target in the spell cone
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object oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster)
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&& !(GetHitDice(oTarget) > CasterLvl))
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{
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_TERRIFYING_ROAR));
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//Make SR Check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Make a will save - if failed, panicked
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
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{
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0, TRUE, -1, CasterLvl));
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}
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//otherwise shaken
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else
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{
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//Apply the linked effects and the VFX impact
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, 6.0, TRUE, -1, CasterLvl));
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}
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in the spell cone
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE, GetPosition(oCaster));
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}
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}
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