Further file organization
Further file organization
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89
nwn/nwnprc/trunk/smp/phs_s_glitterdst.nss
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89
nwn/nwnprc/trunk/smp/phs_s_glitterdst.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Glitterdust
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//:: Spell FileName PHS_S_Glitterdst
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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20M range, 3.3M radius, blindness (will negates) removes invisiblity from
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enemies, and -40 on hide checks.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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-40 to hide checks, for those inside the AOE when it hits.
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Use a specific AOE visual, which lasts for 6.0 seconds.
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Needs a single-target duration visual really, too.
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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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// Check item useage.
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if(!PHS_SpellHookCheck(PHS_SPELL_GLITTERDUST)) 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 nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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float fDelay;
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// Get duration in rounds.
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare Effects
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//effect eVis = EffectVisualEffect(VFX_IMP_BREACH); // Glisteny!
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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// Penalty of -40 hide whatever
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effect ePenalty = EffectSkillDecrease(SKILL_HIDE, 40);
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effect ePenaltyLink = EffectLinkEffects(eCessate, ePenalty);
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// Save VS blindness
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effect eBlindDur = EffectVisualEffect(VFX_DUR_BLIND);
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effect eBlind = EffectBlindness();
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effect eBlindLink = EffectLinkEffects(eBlindDur, eBlind);
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eBlindLink = EffectLinkEffects(eCessate, eBlindLink);
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// Apply AOE location explosion
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effect eAOE = EffectVisualEffect(PHS_VFX_FNF_GLITTERDUST);
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PHS_ApplyLocationDuration(lTarget, eAOE, 6.0);
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// Get all targets in a sphere, medium (3.3) radius, objects
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster))
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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_GLITTERDUST);
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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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// No current needed impact effect.
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// Remove invisibility effects
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PHS_RemoveSpecificEffect(EFFECT_TYPE_IMPROVEDINVISIBILITY, oTarget);
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PHS_RemoveSpecificEffect(EFFECT_TYPE_INVISIBILITY, oTarget);
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// Apply penalty to saves
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, ePenaltyLink, fDuration));
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// Apply blindness on a failed will save
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NONE, OBJECT_SELF, fDelay))
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{
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// Apply penalty to saves
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DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eBlindLink, fDuration));
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE);
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}
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}
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