Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
121 lines
4.5 KiB
Plaintext
121 lines
4.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Bombardment
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//:: X0_S0_Bombard
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// Rocks fall from sky
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// 1d8 damage/level to a max of 10d8
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// Reflex save for half
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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 mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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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_CONJURATION);
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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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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int nCasterLvl = CasterLvl;
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CasterLvl +=SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_METEOR_SWARM);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 20)
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{
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nCasterLvl = 20;
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}
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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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, RADIUS_SIZE_COLOSSAL, 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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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) == TRUE)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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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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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
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{
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int nSpellDC = (PRCGetSaveDC(oTarget,OBJECT_SELF)) ;
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//Roll damage for each target
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nDamage = d8(nCasterLvl);
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//Resolve metamagic
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 8 * nCasterLvl;
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + nDamage / 2;
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}
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nDamage += SpellDamagePerDice(oCaster, nCasterLvl);
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//nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nSpellDC, SAVING_THROW_TYPE_ALL);
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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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, RADIUS_SIZE_COLOSSAL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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