Further file organization
Further file organization
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216
nwn/nwnprc/trunk/smp/phs_s_chillmetal.nss
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216
nwn/nwnprc/trunk/smp/phs_s_chillmetal.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Chill Metal
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//:: Spell FileName PHS_S_ChillMetal
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation [Cold]
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Level: Drd 2
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: Metal equipment of one enemy creature per two
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levels, within a 10-M. radius.
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Duration: 7 rounds
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Saving Throw: Will negates
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Spell Resistance: Yes
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Chill metal makes metal extremely cold, damaging the holding creature.
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A creature takes cold damage if its equipment is chilled. It takes full
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damage if it is holding a metal weapon, using a shield and wearing metal
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armor. It takes half damage if it is only carrying a shield and metal weapon,
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or armor with no shield or metal weapon, or take 1/4 damage if it is holding
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just a metal weapon or just a metal shield. The creature takes minimum damage
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(1 point or 2 points; see the table) even if it isn't wearing anything metal.
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On the first round of the spell, the metal becomes chilly and uncomfortable
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to touch but deals no damage. The same effect also occurs on the last round
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of the spell<6C>s duration. During the second (and also the next-to-last) round,
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icy coldness causes pain and damage. In the third, fourth, and fifth rounds,
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the metal is freezing cold, causing more damage, as shown on the table below.
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Round Metal Temperature Damage
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1 Cold None
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2 Icy 1d4 points
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3-5 Freezing 2d4 points
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6 Icy 1d4 points
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7 Cold None
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Chill metal counters and dispels heat metal.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Ok, ok, ok...affects enemies only
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Easy enough, it does this:
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- May target allies if they have Heat Metal on them, because it will dispel it.
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- If it is an enemy, it will chill only if they are not already being chilled.
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- Will apply a duration effect, and do a heartbeat effect lasting 7 rounds.
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Like ACid arrow. Damage:
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- Full: Using a metal weapon, a shield, and metal armor
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- Half: Just armor, or a shield and a metal weapon (or two metal weapons, duh!)
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- Quarter: Just a metal weapon or just a shield
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- Minimum: No metal weapon, shield or armor on.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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// Put in 1 to start. Works from nRound goes to 7.
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// Does damage each round based on equipment.
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void DoChillEffect(int nRound, object oTarget, object oCaster, int nMetaMagic);
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck()) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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float fDelay;
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// Duration is 7 rounds always
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float fDuration = RoundsToSeconds(7);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eDispel = EffectVisualEffect(VFX_IMP_DISPEL);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(PHS_VFX_FNF_CHILL_METAL);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Get all targets in a sphere, 10M radius.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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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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// Check if an ally
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if(GetIsFriend(oTarget))
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{
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// Dispels heat metal
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if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_HEAT_METAL, oTarget, fDelay))
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{
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHILL_METAL, FALSE);
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// Dispel VFX
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DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eDispel));
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}
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}
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// PvP Check
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else if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget) &&
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// Not got the spell effect too
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!GetHasSpellEffect(PHS_SPELL_CHILL_METAL, oTarget))
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{
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHILL_METAL);
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// Spell resistance And immunity checking.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Will save negates
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD, oCaster, fDelay))
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{
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DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration));
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// We start on round 2, so put in 1
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DelayCommand(fDelay + 6.0, DoChillEffect(1, oTarget, oCaster, nMetaMagic));
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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// Put in 1 to start. Works from nRound goes to 7.
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// Does damage each round based on equipment.
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void DoChillEffect(int nRound, object oTarget, object oCaster, int nMetaMagic)
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{
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if(GetIsObjectValid(oTarget) && GetIsObjectValid(oCaster) &&
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GetHasSpellEffect(PHS_SPELL_CHILL_METAL, oTarget))
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{
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// Will only do damage on rounds 2 to 6.
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int nCurrentRound = nRound + 1;
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// Get rounds
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if(nCurrentRound > 2)
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{
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// Get percent of damage to take. Could be 1 or 2, or all of it.
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// We get 25% less per weapon slot, or 50% less per armor.
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float fPercent = 0.0;
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object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
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// 4 or more is metal armor - chain shirt is meta, studded leather is not.
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if(PHS_GetArmorType(oItem) >= 4)
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{
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fPercent += 0.5;
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}
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int nCnt;
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//int INVENTORY_SLOT_RIGHTHAND = 4;
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//int INVENTORY_SLOT_LEFTHAND = 5;
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for(nCnt = INVENTORY_SLOT_RIGHTHAND; nCnt <= INVENTORY_SLOT_LEFTHAND; nCnt++)
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{
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// Check hand weapons
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oItem = GetItemInSlot(nCnt, oTarget);
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// Need a shield (any) or it to be a metal weapon.
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if(PHS_GetIsMetalWeapon(oItem) ||
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PHS_GetIsShield(oItem))
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{
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fPercent += 0.25;
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}
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}
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// We time damage by fPercent, noting that if fPercent is 0, we
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// just do minimum damage
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int nDam, nDice;
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// Get possible damage.
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if(nCurrentRound == 2 || nCurrentRound == 6)
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{
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nDice = 1;
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}
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else
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{
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nDice = 2;
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}
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// Check percent of damage
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if(fPercent != 0.0)
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{
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nDam = FloatToInt(IntToFloat(PHS_MaximizeOrEmpower(4, 1, nMetaMagic)) * fPercent);
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}
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else
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{
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nDam = nDice;
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}
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// Do damage, if any
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if(nDam <= nDice)// Should never be true
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{
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nDam = nDice;
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}
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// Do damage and VFX
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD);
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}
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// If we are at 5 or less (if we are at 6, when it next fires, it'll be round 7!)
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if(nCurrentRound <= 5)
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{
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DelayCommand(6.0, DoChillEffect(nCurrentRound, oTarget, oCaster, nMetaMagic));
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}
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}
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}
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