2024-02-20 22:24:11 -05:00
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//::///////////////////////////////////////////////
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//:: Elemental Strike
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//:: sp_elemstrike.nss
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//:://////////////////////////////////////////////
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/*
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Evocation [see text]
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Level: Clr 5, Drd 4, Fiery Wrath 5, Tmp 5
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./level)
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Area: Cylinder (10-ft. radius, 40 ft. high)
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Duration: Instantaneous
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Saving Throw: Reflex half
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Spell Resistance: Yes
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A column of divine and elemental energy shoots downward
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from the point you designate, striking those caught
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beneath it with the fury of your element.
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An elemental strike produces a vertical column. The
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spell deals 1d6 points of damage per caster level
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(maximum 15d6). Half the damage is energy damage, but
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the other half results directly from divine power and is
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therefore not subject to being reduced by resistance to
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energy<EFBFBD>based attacks. The type of energy damage, as well
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as the energy descriptor of the spell, is chosen at the time
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of casting. Clerics must choose the energy type that
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corresponds to their patron element.
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Air: Sonic
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Earth: Acid
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Fire: Fire
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Magma: Fire
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Rain: Electricity
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Silt: Acid
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Sun: Fire
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Water: Cold
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This spell<6C>s subtype is the same as the type of energy
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you cast.
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Note: This spell replaces the flame strike spell from the
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Player<EFBFBD>s Handbook.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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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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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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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 nSpellID = PRCGetSpellId();
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int nCasterLvl = PRCGetCasterLevel(oCaster);
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2025-02-10 14:06:04 -05:00
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int nDice = PRCMin(40, nCasterLvl);
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2024-02-20 22:24:11 -05:00
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int nPenter = nCasterLvl + SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamageType, nImpVfx, nDamage, nDamage2;
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effect eStrike;
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switch(nSpellID)
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{
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case SPELL_ELEMENTAL_STRIKE_ACID:{
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nDamageType = DAMAGE_TYPE_ACID;
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nImpVfx = VFX_IMP_ACID_S;
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eStrike = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_ACID);
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break;}
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case SPELL_ELEMENTAL_STRIKE_COLD:{
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nDamageType = DAMAGE_TYPE_COLD;
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nImpVfx = VFX_IMP_FROST_S;
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eStrike = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_COLD);
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break;}
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case SPELL_ELEMENTAL_STRIKE_ELECRICITY:{
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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nImpVfx = VFX_IMP_LIGHTNING_S;
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eStrike = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
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break;}
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case SPELL_ELEMENTAL_STRIKE_SONIC:{
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nDamageType = DAMAGE_TYPE_SONIC;
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nImpVfx = VFX_IMP_SONIC;
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eStrike = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_SONIC);
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break;}
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default:{
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nDamageType = DAMAGE_TYPE_FIRE;
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nImpVfx = VFX_IMP_FLAME_S;
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eStrike = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
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break;}
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}
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int EleDmg = ChangedElementalDamage(oCaster, nDamageType);
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int nSaveType = ChangedSaveType(EleDmg);
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effect eVis = EffectVisualEffect(nImpVfx);
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effect eHoly;
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effect eElem;
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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_MEDIUM, lTarget, FALSE, OBJECT_TYPE_CREATURE|OBJECT_TYPE_PLACEABLE|OBJECT_TYPE_DOOR);
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//Apply the location impact visual to the caster location instead of caster target creature.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eStrike, lTarget);
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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, oCaster))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, nSpellID));
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//Make SR check, and appropriate saving throw(s).
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if(!PRCDoResistSpell(oCaster, oTarget, nPenter, 0.6))
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{
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int nDC = PRCGetSaveDC(oTarget, oCaster);
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nDamage = d6(nDice);
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 6 * nDice;
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if(nMetaMagic & METAMAGIC_EMPOWER)
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nDamage += (nDamage/2);
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// Acid Sheath adds +1 damage per die to acid descriptor spells
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if (GetHasDescriptor(nSpellID, DESCRIPTOR_ACID) && GetHasSpellEffect(SPELL_MESTILS_ACID_SHEATH, oCaster))
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nDamage += nDice;
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//Adjust the damage based on Reflex Save, Evasion and Improved Evasion
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nDamage2 = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE);
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nDamage = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, (nDC), nSaveType);
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//Make a faction check so that only enemies receieve the full brunt of the damage.
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if(!GetIsFriend(oTarget))
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{
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eHoly = PRCEffectDamage(oTarget, nDamage2, DAMAGE_TYPE_DIVINE);
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DelayCommand(0.6, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHoly, oTarget));
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}
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// Apply effects to the currently selected target.
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eElem = PRCEffectDamage(oTarget, nDamage, EleDmg);
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if(nDamage > 0)
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{
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DelayCommand(0.6, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eElem, oTarget));
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DelayCommand(0.6, 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_MEDIUM, lTarget, FALSE, OBJECT_TYPE_CREATURE|OBJECT_TYPE_PLACEABLE|OBJECT_TYPE_DOOR);
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}
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PRCSetSchool();
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}
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