Further file organization
Further file organization
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106
nwn/nwnprc/trunk/smp/phs_s_hallterrn.nss
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106
nwn/nwnprc/trunk/smp/phs_s_hallterrn.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Hallucinatory Terrain
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//:: Spell FileName PHS_S_HallTerrn
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Illusion (Glamer)
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Level: Brd 4, Sor/Wiz 4
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Components: V, S, M
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Casting Time: 10 minutes
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Range: Long (40M)
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Area: One 10M cube area (S)
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Duration: 2 hours/level (D)
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Saving Throw: Will disbelief (if area is entered)
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Spell Resistance: No
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You make natural terrain look, sound, and smell like some other sort of
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natural terrain, chosen beforehand, which overlays ontop of the exsisting
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item. Structures, equipment, and creatures within the area are not hidden
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or changed in appearance, nor covered if they jut out of the illusion.
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Material Component: A stone, a twig, and a bit of green plant.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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It has a special (hidden!) Will Save for this spell, when they enter in the
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area and stay in for a cirtain number of rounds.
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Choose the terrain from a preset list. Bioware's "tilemagic" is what is used,
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IE the visual effect is a terrain piece.
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The AOE is placed via. the use of a placeable, which also has the correct
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visual applied to it.
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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_HALLUCINATORY_TERRAIN)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oArea = GetArea(oCaster);
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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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// Duration in hours
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel * 2, nMetaMagic);
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// Centre lTarget to the nearest centre of a tile - which is going to be,
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// say, like 5M in, 5M up.
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vector vPosition = GetPositionFromLocation(lTarget);
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float fX = vPosition.x;
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float fY = vPosition.y;
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float fZ = vPosition.z; // Keep the same
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// Get area side size
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float fAreaSize = (GetPosition(oArea).x * 2.0);
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// We round X and Y to the nearest 5M.
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// Round to the neareat 10, then add 5.
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int nX10 = FloatToInt(fX/10);
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// So final X is the integer (rounded) value, add 5
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fX = (IntToFloat(nX10) * 10) + 5.0;
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// We round X and Y to the nearest 5M.
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// Round to the neareat 10, then add 5.
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int nY10 = FloatToInt(fY/10);
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// So final X is the integer (rounded) value, add 5
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fY = (IntToFloat(nY10) * 10) + 5.0;
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// If either are over the area size, we must go down.
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if(fX > fAreaSize)
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{
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fX = fAreaSize - 5.0;
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}
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if(fY > fAreaSize)
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{
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fY = fAreaSize - 5.0;
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}
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location lNewTarget = Location(oArea, Vector(fX, fY, fZ), GetFacing(oCaster));
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// Create the placeable to apply the effects too
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object oTerrain = CreateObject(OBJECT_TYPE_PLACEABLE, "phs_hallterrain", lNewTarget);
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// Get VFX to use for the terrain
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int nVFX = GetLocalInt(oCaster, "PHS_HALLUCINATORY_TERRAIN_VFX");
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if(nVFX <= 0)
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{
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nVFX = SCENE_TOWER;
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}
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_MOB_HALLUCINATORY_TERRAIN);
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effect eDur = EffectVisualEffect(nVFX);
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// Apply effects
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PHS_ApplyDuration(oTerrain, eAOE, fDuration);
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PHS_ApplyDuration(oTerrain, eDur, fDuration);
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}
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