Removed Conflicting Scripts
Removed class ability scripts that interfered with the PRC's changes.
This commit is contained in:
86
_removed files/nw_s1_barbrage.nss
Normal file
86
_removed files/nw_s1_barbrage.nss
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@@ -0,0 +1,86 @@
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//::///////////////////////////////////////////////
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//:: Barbarian Rage
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//:: NW_S1_BarbRage
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The Str and Con of the Barbarian increases,
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Will Save are +2, AC -2.
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Greater Rage starts at level 15.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Aug 13, 2001
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//:://////////////////////////////////////////////
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#include "x2_i0_spells"
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void main()
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{
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if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE))
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{
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//Declare major variables
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int nLevel = GetLevelByClass(CLASS_TYPE_BARBARIAN);
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int nIncrease;
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int nSave;
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effect eDmg;
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effect eAtk;
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effect eHP;
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eDmg = SupernaturalEffect(eDmg);
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if (nLevel < 15)
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{
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nIncrease = 4;
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nSave = 2;
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//Added to compensate for +12 Cap
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eDmg = EffectDamageIncrease(DAMAGE_BONUS_4, DAMAGE_TYPE_BLUDGEONING);
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eAtk = EffectAttackIncrease(2);
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eAtk = SupernaturalEffect(eAtk);
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eHP = EffectTemporaryHitpoints(nLevel * 3);
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eHP = SupernaturalEffect(eHP);
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}
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else
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{
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nIncrease = 6;
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nSave = 3;
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//Added to compensate for +12 Cap
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eDmg = EffectDamageIncrease(DAMAGE_BONUS_6, DAMAGE_TYPE_BLUDGEONING);
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eAtk = EffectAttackIncrease(4);
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eAtk = SupernaturalEffect(eAtk);
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eHP = EffectTemporaryHitpoints(nLevel * 4);
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eHP = SupernaturalEffect(eHP);
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}
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PlayVoiceChat(VOICE_CHAT_BATTLECRY1);
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//Determine the duration by getting the con modifier after being modified
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int nCon = 3 + GetAbilityModifier(ABILITY_CONSTITUTION) + nIncrease;
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effect eStr = EffectAbilityIncrease(ABILITY_CONSTITUTION, nIncrease);
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effect eCon = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, nSave);
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effect eAC = EffectACDecrease(2, AC_DODGE_BONUS);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eCon, eStr);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eDur);
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SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BARBARIAN_RAGE, FALSE));
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//Make effect extraordinary
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eLink = ExtraordinaryEffect(eLink);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); //Change to the Rage VFX
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if (nCon > 0)
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, RoundsToSeconds(nCon));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ;
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//This part was added by Guile to offset +12 Cap.
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAtk, OBJECT_SELF, RoundsToSeconds(nCon));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDmg, OBJECT_SELF, RoundsToSeconds(nCon));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, OBJECT_SELF, RoundsToSeconds(nCon));
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// 2003-07-08, Georg: Rage Epic Feat Handling
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CheckAndApplyEpicRageFeats(nCon);
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}
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}
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}
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425
_removed files/nw_s2_bardsong.nss
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425
_removed files/nw_s2_bardsong.nss
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@@ -0,0 +1,425 @@
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//::///////////////////////////////////////////////
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//:: Bard Song
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//:: NW_S2_BardSong
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This spells applies bonuses to all of the
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bard's allies within 30ft for a set duration of
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10 rounds.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Feb 25, 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Georg Zoeller Oct 1, 2003
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/*
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bugfix by Kovi 2002.07.30
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- loosing temporary hp resulted in loosing the other bonuses
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*/
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#include "x0_i0_spells"
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void main()
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{
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if (GetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
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return;
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}
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string sTag = GetTag(OBJECT_SELF);
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if (sTag == "x0_hen_dee" || sTag == "x2_hen_deekin")
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{
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// * Deekin has a chance of singing a doom song
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// * same effect, better tune
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if (Random(100) + 1 > 80)
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{
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// the Xp2 Deekin knows more than one doom song
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if (d3() ==1 && sTag == "x2_hen_deekin")
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{
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DelayCommand(0.0, PlaySound("vs_nx2deekM_050"));
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}
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else
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{
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DelayCommand(0.0, PlaySound("vs_nx0deekM_074"));
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DelayCommand(5.0, PlaySound("vs_nx0deekM_074"));
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}
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}
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}
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//Declare major variables
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int nLevel = GetLevelByClass(CLASS_TYPE_BARD);
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int nRanks = GetSkillRank(SKILL_PERFORM);
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int nChr = GetAbilityModifier(ABILITY_CHARISMA);
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int nPerform = nRanks;
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int nDuration = 10; //+ nChr;
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effect eAttack;
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effect eDamage;
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effect eWill;
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effect eFort;
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effect eReflex;
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effect eHP;
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effect eAC;
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effect eSkill;
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int nAttack;
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int nDamage;
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int nWill;
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int nFort;
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int nReflex;
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int nHP;
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int nAC;
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int nSkill;
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//Check to see if the caster has Lasting Impression and increase duration.
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if(GetHasFeat(870))
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{
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nDuration *= 10;
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}
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// lingering song
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if(GetHasFeat(424)) // lingering song
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{
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nDuration += 5;
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}
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//SpeakString("Level: " + IntToString(nLevel) + " Ranks: " + IntToString(nRanks));
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if(nPerform >= 90 && nLevel >= 30)
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{
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nAttack = 4;
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nDamage = 6;
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nWill = 4;
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nFort = 4;
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nReflex = 4;
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nHP = 70;
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nAC = 5;
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nSkill = 20;
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}
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else if(nPerform >= 85 && nLevel >= 29)
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{
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nAttack = 4;
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nDamage = 5;
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nWill = 4;
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nFort = 4;
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nReflex = 4;
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nHP = 65;
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nAC = 5;
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nSkill = 19;
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}
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else if(nPerform >= 85 && nLevel >= 28)
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{
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nAttack = 3;
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nDamage = 5;
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nWill = 4;
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nFort = 4;
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nReflex = 4;
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nHP = 60;
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nAC = 5;
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nSkill = 18;
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}
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else if(nPerform >= 80 && nLevel >= 27)
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{
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nAttack = 3;
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nDamage = 4;
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nWill = 3;
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nFort = 3;
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nReflex = 3;
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nHP = 55;
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nAC = 5;
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nSkill = 17;
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}
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else if(nPerform >= 75 && nLevel >= 26)
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{
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nAttack = 3;
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nDamage = 3;
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nWill = 3;
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nFort = 3;
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nReflex = 3;
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nHP = 50;
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nAC = 4;
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nSkill = 16;
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}
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else if(nPerform >= 70 && nLevel >= 25)
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{
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nAttack = 3;
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nDamage = 3;
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nWill = 3;
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nFort = 3;
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nReflex = 3;
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nHP = 45;
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nAC = 4;
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nSkill = 15;
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}
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else if(nPerform >= 65 && nLevel >= 24)
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{
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nAttack = 3;
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nDamage = 3;
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nWill = 3;
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nFort = 3;
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nReflex = 3;
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nHP = 50;
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nAC = 4;
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nSkill = 14;
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}
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else if(nPerform >= 60 && nLevel >= 23)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 3;
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nReflex = 3;
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nHP = 45;
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nAC = 4;
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nSkill = 13;
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}
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else if(nPerform >= 60 && nLevel >= 22)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 40;
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nAC = 4;
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nSkill = 12;
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}
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else if(nPerform >= 55 && nLevel >= 21)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 35;
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nAC = 4;
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nSkill = 10;
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}
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else if(nPerform >= 50 && nLevel >= 20)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 30;
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nAC = 3;
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nSkill = 9;
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}
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else if(nPerform >= 45 && nLevel >= 19)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 28;
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nAC = 3;
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nSkill = 8;
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}
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else if(nPerform >= 40 && nLevel >= 18)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 24;
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nAC = 3;
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nSkill = 6;
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}
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else if(nPerform >= 35 && nLevel >= 17)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 22;
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nAC = 3;
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nSkill = 5;
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}
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else if(nPerform >= 30 && nLevel >= 16)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 3;
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nFort = 2;
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nReflex = 2;
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nHP = 20;
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nAC = 3;
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nSkill = 4;
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}
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else if(nPerform >= 24 && nLevel >= 15)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 2;
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nFort = 2;
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nReflex = 2;
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nHP = 16;
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nAC = 3;
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nSkill = 3;
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}
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else if(nPerform >= 21 && nLevel >= 14)
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{
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nAttack = 2;
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nDamage = 3;
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nWill = 1;
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nFort = 1;
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nReflex = 1;
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nHP = 16;
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nAC = 2;
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nSkill = 2;
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}
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else if(nPerform >= 18 && nLevel >= 11)
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{
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nAttack = 2;
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nDamage = 2;
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nWill = 1;
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nFort = 1;
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nReflex = 1;
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nHP = 8;
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nAC = 2;
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nSkill = 2;
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}
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else if(nPerform >= 15 && nLevel >= 8)
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{
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nAttack = 2;
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nDamage = 2;
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nWill = 1;
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nFort = 1;
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nReflex = 1;
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nHP = 8;
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nAC = 0;
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nSkill = 1;
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}
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else if(nPerform >= 12 && nLevel >= 6)
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{
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nAttack = 1;
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nDamage = 2;
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nWill = 1;
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nFort = 1;
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nReflex = 1;
|
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nHP = 0;
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nAC = 0;
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nSkill = 1;
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}
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else if(nPerform >= 9 && nLevel >= 3)
|
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{
|
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nAttack = 1;
|
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nDamage = 2;
|
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nWill = 1;
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nFort = 1;
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nReflex = 0;
|
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nHP = 0;
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nAC = 0;
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nSkill = 0;
|
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}
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else if(nPerform >= 6 && nLevel >= 2)
|
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{
|
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nAttack = 1;
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nDamage = 1;
|
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nWill = 1;
|
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nFort = 0;
|
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nReflex = 0;
|
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nHP = 0;
|
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nAC = 0;
|
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nSkill = 0;
|
||||
}
|
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else if(nPerform >= 3 && nLevel >= 1)
|
||||
{
|
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nAttack = 1;
|
||||
nDamage = 1;
|
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nWill = 0;
|
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nFort = 0;
|
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nReflex = 0;
|
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nHP = 0;
|
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nAC = 0;
|
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nSkill = 0;
|
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}
|
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effect eVis = EffectVisualEffect(VFX_DUR_BARD_SONG);
|
||||
|
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eAttack = EffectAttackIncrease(nAttack);
|
||||
eDamage = EffectDamageIncrease(nDamage, DAMAGE_TYPE_BLUDGEONING);
|
||||
effect eLink = EffectLinkEffects(eAttack, eDamage);
|
||||
|
||||
if(nWill > 0)
|
||||
{
|
||||
eWill = EffectSavingThrowIncrease(SAVING_THROW_WILL, nWill);
|
||||
eLink = EffectLinkEffects(eLink, eWill);
|
||||
}
|
||||
if(nFort > 0)
|
||||
{
|
||||
eFort = EffectSavingThrowIncrease(SAVING_THROW_FORT, nFort);
|
||||
eLink = EffectLinkEffects(eLink, eFort);
|
||||
}
|
||||
if(nReflex > 0)
|
||||
{
|
||||
eReflex = EffectSavingThrowIncrease(SAVING_THROW_REFLEX, nReflex);
|
||||
eLink = EffectLinkEffects(eLink, eReflex);
|
||||
}
|
||||
if(nHP > 0)
|
||||
{
|
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//SpeakString("HP Bonus " + IntToString(nHP));
|
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eHP = EffectTemporaryHitpoints(nHP);
|
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// eLink = EffectLinkEffects(eLink, eHP);
|
||||
}
|
||||
if(nAC > 0)
|
||||
{
|
||||
eAC = EffectACIncrease(nAC, AC_DODGE_BONUS);
|
||||
eLink = EffectLinkEffects(eLink, eAC);
|
||||
}
|
||||
if(nSkill > 0)
|
||||
{
|
||||
eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nSkill);
|
||||
eLink = EffectLinkEffects(eLink, eSkill);
|
||||
}
|
||||
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
||||
eLink = EffectLinkEffects(eLink, eDur);
|
||||
|
||||
effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
|
||||
effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
|
||||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF));
|
||||
|
||||
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
|
||||
|
||||
eHP = ExtraordinaryEffect(eHP);
|
||||
eLink = ExtraordinaryEffect(eLink);
|
||||
|
||||
while(GetIsObjectValid(oTarget))
|
||||
{
|
||||
if(!GetHasFeatEffect(FEAT_BARD_SONGS, oTarget) && !GetHasSpellEffect(GetSpellId(),oTarget))
|
||||
{
|
||||
// * GZ Oct 2003: If we are silenced, we can not benefit from bard song
|
||||
if (!GetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !GetHasEffect(EFFECT_TYPE_DEAF,oTarget))
|
||||
{
|
||||
if(oTarget == OBJECT_SELF)
|
||||
{
|
||||
effect eLinkBard = EffectLinkEffects(eLink, eVis);
|
||||
eLinkBard = ExtraordinaryEffect(eLinkBard);
|
||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLinkBard, oTarget, RoundsToSeconds(nDuration));
|
||||
if (nHP > 0)
|
||||
{
|
||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration));
|
||||
}
|
||||
}
|
||||
else if(GetIsFriend(oTarget))
|
||||
{
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget);
|
||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
|
||||
if (nHP > 0)
|
||||
{
|
||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
|
||||
}
|
||||
}
|
||||
|
31
_removed files/nw_s2_wholeness.nss
Normal file
31
_removed files/nw_s2_wholeness.nss
Normal file
@@ -0,0 +1,31 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Wholeness of Body
|
||||
//:: NW_S2_Wholeness
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
The monk is able to heal twice his level in HP
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Aug 14, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
bugfix by Japetus
|
||||
- didn't healed the correct amount
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
//Declare major variables
|
||||
int nLevel = GetLevelByClass(CLASS_TYPE_MONK)*2;
|
||||
effect eHeal = EffectHeal(nLevel);
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
|
||||
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WHOLENESS_OF_BODY, FALSE));
|
||||
//Apply the VFX impact and effects
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF);
|
||||
}
|
||||
|
||||
|
102
_removed files/x1_s2_imbuearrow.nss
Normal file
102
_removed files/x1_s2_imbuearrow.nss
Normal file
@@ -0,0 +1,102 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: x1_s2_imbuearrow
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Imbue Arrow
|
||||
- creates a fireball arrow that when it explodes
|
||||
acts like a fireball.
|
||||
- Must have shortbow or longbow in hand.
|
||||
|
||||
GZ: Updated
|
||||
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By:
|
||||
//:: Created On:
|
||||
//:://////////////////////////////////////////////
|
||||
#include "X0_I0_SPELLS"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
//Declare major variables
|
||||
object oCaster = OBJECT_SELF;
|
||||
int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oCaster); // * get a bonus of +10 to make this useful for arcane archer
|
||||
int nDamage;
|
||||
float fDelay;
|
||||
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
|
||||
effect eDam;
|
||||
//Get the spell target location as opposed to the spell target.
|
||||
location lTarget = GetSpellTargetLocation();
|
||||
//Limit Caster level for the purposes of damage
|
||||
if (nCasterLvl > 16)
|
||||
{
|
||||
nCasterLvl = 16 + ((nCasterLvl-10)/2); // add some epic progression of 1d6 per 2 levels after 10
|
||||
}
|
||||
else // * preserve minimum damage of 10d6
|
||||
{
|
||||
nCasterLvl = 10;
|
||||
}
|
||||
object oTarget = GetSpellTargetObject();
|
||||
// * GZ: Add arrow damage if targeted on creature...
|
||||
if (GetIsObjectValid(oTarget ))
|
||||
{
|
||||
if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
|
||||
{
|
||||
int nTouch = TouchAttackRanged(oTarget, TRUE);
|
||||
if (nTouch > 0)
|
||||
{
|
||||
|
||||
nDamage = ArcaneArcherDamageDoneByBow(nTouch ==2);
|
||||
|
||||
int nBonus = ArcaneArcherCalculateBonus() ;
|
||||
effect ePhysical = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING,IPGetDamagePowerConstantFromNumber(nBonus));
|
||||
effect eMagic = EffectDamage(nBonus, DAMAGE_TYPE_MAGICAL);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, ePhysical, oTarget);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eMagic, oTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Apply the fireball explosion at the location captured above.
|
||||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
|
||||
//Declare the spell shape, size and the location. Capture the first target object in the shape.
|
||||
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
|
||||
//Cycle through the targets within the spell shape until an invalid object is captured.
|
||||
while (GetIsObjectValid(oTarget))
|
||||
{
|
||||
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF) == TRUE)
|
||||
{
|
||||
|
||||
//Fire cast spell at event for the specified target
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), TRUE));
|
||||
//Get the distance between the explosion and the target to calculate delay
|
||||
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
|
||||
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
|
||||
{
|
||||
//Roll damage for each target
|
||||
nDamage = d6(nCasterLvl);
|
||||
//Resolve metamagic
|
||||
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
|
||||
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
|
||||
//Set the damage effect
|
||||
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
|
||||
if(nDamage > 0)
|
||||
{
|
||||
// Apply effects to the currently selected target.
|
||||
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
|
||||
//This visual effect is applied to the target object not the location as above. This visual effect
|
||||
//represents the flame that erupts on the target not on the ground.
|
||||
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
|
||||
}
|
||||
}
|
||||
}
|
||||
//Select the next target within the spell shape.
|
||||
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user