Added pen & paper & rafhot's expanded creature abilities
Added pen & paper & rafhot's expanded creature abilities
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102
_module/_removed files/x1_s2_imbuearrow.nss
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102
_module/_removed files/x1_s2_imbuearrow.nss
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//::///////////////////////////////////////////////
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//:: x1_s2_imbuearrow
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Imbue Arrow
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- creates a fireball arrow that when it explodes
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acts like a fireball.
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- Must have shortbow or longbow in hand.
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GZ: Updated
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*/
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//:://////////////////////////////////////////////
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//:: Created By:
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//:: Created On:
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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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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLvl = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oCaster); // * get a bonus of +10 to make this useful for arcane archer
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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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 = GetSpellTargetLocation();
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 16)
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{
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nCasterLvl = 16 + ((nCasterLvl-10)/2); // add some epic progression of 1d6 per 2 levels after 10
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}
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else // * preserve minimum damage of 10d6
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{
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nCasterLvl = 10;
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}
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object oTarget = GetSpellTargetObject();
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// * GZ: Add arrow damage if targeted on creature...
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if (GetIsObjectValid(oTarget ))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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{
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int nTouch = TouchAttackRanged(oTarget, TRUE);
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if (nTouch > 0)
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{
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nDamage = ArcaneArcherDamageDoneByBow(nTouch ==2);
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int nBonus = ArcaneArcherCalculateBonus() ;
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effect ePhysical = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING,IPGetDamagePowerConstantFromNumber(nBonus));
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effect eMagic = EffectDamage(nBonus, DAMAGE_TYPE_MAGICAL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ePhysical, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMagic, oTarget);
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}
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}
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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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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, 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_SELECTIVEHOSTILE, 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(), TRUE));
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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 (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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{
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//Roll damage for each target
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nDamage = d6(nCasterLvl);
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//Resolve metamagic
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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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, ApplyEffectToObject(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, ApplyEffectToObject(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 = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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