Further file organization
Further file organization
This commit is contained in:
114
nwn/nwnprc/trunk/smp/phs_s_goodhope.nss
Normal file
114
nwn/nwnprc/trunk/smp/phs_s_goodhope.nss
Normal file
@@ -0,0 +1,114 @@
|
||||
/*:://////////////////////////////////////////////
|
||||
//:: Spell Name Good Hope
|
||||
//:: Spell FileName phs_s_goodhope
|
||||
//:://////////////////////////////////////////////
|
||||
//:: In Game Spell desctiption
|
||||
//:://////////////////////////////////////////////
|
||||
1 living ally/level. 5M radius. 1 min/level. 20M range.
|
||||
|
||||
The spell affects the nearest to the target location first. This spell
|
||||
instills powerful hope in the subjects. Each affected creature gains
|
||||
a +2 morale bonus on saving throws, attack rolls, skill checks, and weapon
|
||||
damage rolls.
|
||||
Good hope counters and dispels crushing despair.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Spell Effects Applied / Notes
|
||||
//:://////////////////////////////////////////////
|
||||
Like bless really, but song!
|
||||
|
||||
We apply song visual effect to the bard too, for a few seconds that is, and
|
||||
a few seconds to those affected.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Jasperre
|
||||
//::////////////////////////////////////////////*/
|
||||
|
||||
#include "PHS_INC_SPELLS"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Spell Hook Check.
|
||||
if(!PHS_SpellHookCheck(PHS_SPELL_GOOD_HOPE)) return;
|
||||
|
||||
// Delcare Major Variables.
|
||||
object oCaster = OBJECT_SELF;
|
||||
location lTarget = GetSpellTargetLocation();
|
||||
object oTarget;
|
||||
int nMetaMagic = PHS_GetMetaMagicFeat();
|
||||
int nCasterLevel = PHS_GetCasterLevel();
|
||||
int nCnt, nTotalAffected;
|
||||
float fDelay;
|
||||
|
||||
// Duration in turns
|
||||
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
|
||||
|
||||
// Delcare Effects
|
||||
// "+2 morale bonus on saving throws, attack rolls, skill
|
||||
// checks, and weapon damage rolls"
|
||||
effect eSkills = EffectSkillIncrease(SKILL_ALL_SKILLS, 2);
|
||||
effect eAttack = EffectAttackIncrease(2);
|
||||
effect eDamage = EffectDamageIncrease(2, DAMAGE_TYPE_SONIC);
|
||||
effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 2);
|
||||
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
||||
|
||||
// This is applied as a short visual effect.
|
||||
effect eSong = EffectVisualEffect(VFX_DUR_BARD_SONG);
|
||||
|
||||
// This is the dispel effect used when they have crushing dispare.
|
||||
effect eDispel = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
|
||||
|
||||
effect eLink = EffectLinkEffects(eSkills, eAttack);
|
||||
eLink = EffectLinkEffects(eLink, eDamage);
|
||||
eLink = EffectLinkEffects(eLink, eSave);
|
||||
eLink = EffectLinkEffects(eLink, eDur);
|
||||
|
||||
// Apply song to caster always
|
||||
PHS_ApplyDuration(oTarget, eSong, 6.0);
|
||||
|
||||
// Loop targets
|
||||
nCnt = 1;
|
||||
// Get all nearest allies up to nCasterLevel.
|
||||
// - We use nearest, as GetFirst/Next object in shape may get allies we
|
||||
// didn't want to target (although unlikely)
|
||||
oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
|
||||
// Loop targets - 5M radius
|
||||
while(GetIsObjectValid(oTarget) && nTotalAffected < nCasterLevel &&
|
||||
GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= RADIUS_SIZE_LARGE)
|
||||
{
|
||||
// Faction check
|
||||
if(GetFactionEqual(oTarget) || GetIsFriend(oTarget) || oTarget == oCaster)
|
||||
{
|
||||
// Add one to those affected
|
||||
nTotalAffected++;
|
||||
|
||||
//Fire cast spell at event for the specified target
|
||||
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_GOOD_HOPE, FALSE);
|
||||
|
||||
// Delay for visuals and effects.
|
||||
fDelay = GetDistanceBetween(oCaster, oTarget)/20;
|
||||
|
||||
// If we can dispel Crushing Dispare, do so
|
||||
if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_CRUSHING_DISPARE, oTarget, fDelay))
|
||||
{
|
||||
// Apply effect if we remove any.
|
||||
DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eDispel));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Remove previous castings
|
||||
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_GOOD_HOPE, oTarget);
|
||||
|
||||
// Apply the VFX impact and effects
|
||||
if(oTarget != oCaster)
|
||||
{
|
||||
DelayCommand(fDelay, PHS_ApplyDuration(oTarget, eSong, 6.0));
|
||||
}
|
||||
// Apply link instantly
|
||||
PHS_ApplyDuration(oTarget, eLink, fDuration);
|
||||
}
|
||||
}
|
||||
// Loop targets
|
||||
nCnt++;
|
||||
// Get all nearest allies up to nCasterLevel.
|
||||
oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user