Further file organization
Further file organization
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139
nwn/nwnprc/trunk/spells/x0_s0_earthquake.nss
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139
nwn/nwnprc/trunk/spells/x0_s0_earthquake.nss
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//::///////////////////////////////////////////////
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//:: Earthquake
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//:: X0_S0_Earthquake
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// Ground shakes. 1d6 damage, max 10d6
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// LOCKINDAL: Changed to alternate: DC 15 or knock down, 25% creatures must make DC 20 or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 22 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs May 01, 2003
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//:: Altered By: Lockindal
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_alterations"
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#include "prc_add_spell_dc"
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void DoQuake(object oCaster, int nCasterLvl, location lTarget)
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{
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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//Declare major variables
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int nSpectacularDeath = TRUE;
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int nDisplayFeedback = TRUE;
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int bInside = GetIsAreaInterior(GetArea(oCaster));
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int nProneDC = 15;
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int nDamageDC = 15;
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int nFissureDC = 20;
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int nDamage;
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float fDelay;
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float fSize = FeetToMeters(80.0f);
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float fProneDur = 18.0;
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effect eExplode = EffectVisualEffect(VFX_COM_CHUNK_STONE_MEDIUM);
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effect eExplode2 = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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effect eExplode3 = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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effect eShake = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE2);
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effect eKnockdown = EffectKnockdown();
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// Perform screen shake
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eShake, oCaster);
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//Apply epicenter explosion on caster
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, GetLocation(oCaster));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode2, GetLocation(oCaster));
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode3, GetLocation(oCaster));
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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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// Normal targeting restriction, except also skip affecting the caster
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if(oTarget != oCaster && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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// Let the target's AI know
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_EARTHQUAKE));
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// First, always knock targets prone, DC 15 to avoid
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nProneDC, SAVING_THROW_TYPE_SPELL, oCaster))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, fProneDur, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
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}
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// Indoors, get hit by falling rubble for 8d6, reflex half
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if(bInside)
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{
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nDamage = SpellDamagePerDice(oCaster, 8) + d6(8);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDamageDC, SAVING_THROW_TYPE_SPELL, oCaster);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY),
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oTarget, 0.0f, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
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}
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// Outdoors, 25% chance to fall into a fissure and die
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else
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{
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if(d4() == 4)
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{
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if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nFissureDC, SAVING_THROW_TYPE_SPELL, oCaster))
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{
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DeathlessFrenzyCheck(oTarget);
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/// @todo Find appropriate VFX to play here
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(nSpectacularDeath, nDisplayFeedback),
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oTarget, 0.0f, FALSE, SPELL_EARTHQUAKE, nCasterLvl, oCaster);
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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 = MyNextObjectInShape(SHAPE_SPHERE, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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PRCSetSchool();
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int nCasterLvl = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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// Perform the earthquake
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DoQuake(oCaster, nCasterLvl, lTarget);
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// Extended earthquake - apply the effects again next round
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if(nMetaMagic & METAMAGIC_EXTEND)
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DelayCommand(6.0f, DoQuake(oCaster, nCasterLvl, lTarget));
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// Erasing the variable used to store the spell's spell school
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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}
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