Further file organization
Further file organization
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103
nwn/nwnprc/trunk/smp/phs_s_crushdispa.nss
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103
nwn/nwnprc/trunk/smp/phs_s_crushdispa.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Crushing Despair
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//:: Spell FileName phs_s_crushdispa
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: 10M. Area: Cone-shaped burst. Duration: 1 min./level
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Saving Throw: Will negates Spell Resistance: Yes
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An invisible cone of despair causes great sadness in the subjects. Each
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affected creature takes a -2 penalty on attack rolls, saving throws, skill
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checks, and weapon damage rolls.
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Crushing despair counters and dispels good hope.
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Material Component: A vial of tears.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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We have no visuals for this, but can apply the effects, just no cone.
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Removes Good Hope or applys effects.
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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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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_CRUSHING_DISPARE)) return;
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// Delcare 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 nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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float fDelay;
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare Effects
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// "-2 morale bonus on saving throws, attack rolls, skill
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// checks, and weapon damage rolls"
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effect eSkills = EffectSkillDecrease(SKILL_ALL_SKILLS, 2);
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effect eAttack = EffectAttackDecrease(2);
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effect eDamage = EffectDamageDecrease(2);
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effect eSave = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2);
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effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Impact VFX
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effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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// This is the dispell effect used when they have crushing dispare.
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effect eDispel = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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// Link effects
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effect eLink = EffectLinkEffects(eSkills, eAttack);
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eLink = EffectLinkEffects(eLink, eDamage);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Declare the spell shape, size and the location. 10M
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oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
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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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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF)
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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_CRUSHING_DISPARE, FALSE);
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// Delay for visuals and effects.
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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// Spell Resistance and Immunity
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Mind affecting will save
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FEAR, oCaster, fDelay))
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{
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// If we can dispel Good Hope, do so
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if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_GOOD_HOPE, oTarget, fDelay))
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{
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// Apply effect if we remove any.
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DelayCommand(fDelay, PHS_ApplyInstant(oTarget, eDispel));
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}
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else
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{
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// Apply the VFX impact and effects
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DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration));
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}
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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 = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTarget, TRUE);
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}
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}
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