PRC8_fork/trunk/newspellbook/moi_mld_phonixft.nss

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/*
10/1/20 by Stratovarius
Phoenix Belt
Descriptors: Fire
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
You shape a belt made of feathers the color of flame<6D>various reds, oranges, and yellows. The feathers seem to shift in color, pulsing softly, like the embers of a dying fire.
While wearing a frost helm, you gain the Heat Endurance feat.
Essentia: If you invest essentia in your phoenix belt, it also protects you from fire damage. You gain resistance to fire equal to 5 times the number of points of essentia you invest in this soulmeld.
Chakra Bind (Waist)
Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm<6C>s crown.
You can turn fire damage into fast healing. Whenever your resistance to fire reduces the damage dealt to you by a fire-based spell, you gain fast healing 1 for a number of rounds equal to the amount of damage negated by your resistance. For example, if you were hit with a fireball for 22 points of damage and had resistance to fire 10, you would gain fast healing 1 for 10 rounds (since your resistance negated 10 points of damage). If instead you were hit with burning hands for 6 points of damage, you would gain fast healing 1 for only 6 rounds (since your resistance negated only 6 points of damage).
Chakra Bind (Totem)
Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm<6C>s strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white.
As a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of fire damage per point of essentia
you invest in your phoenix belt. A successful Reflex save reduces this damage by half.
*/
#include "moi_inc_moifunc"
void main()
{
object oMeldshaper = OBJECT_SELF;
int nMeldshaperLevel = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_TOTEMIST, MELD_PHOENIX_BELT);
int nDice = GetEssentiaInvested(oMeldshaper, MELD_PHOENIX_BELT);
int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_INCARNATE, MELD_PHOENIX_BELT);
location lTarget = PRCGetSpellTargetLocation();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eDam;
//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.
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(7.0), 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_STANDARDHOSTILE, OBJECT_SELF) && oMeldshaper != oTarget)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oMeldshaper, MELD_PHOENIX_BELT));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!PRCDoResistSpell(oMeldshaper, oTarget, nMeldshaperLevel, fDelay))
{
nDamage = d6(nDice);
//Adjust damage based on Reflex Save, Evasion and Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
if(nDamage > 0)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M), oTarget);
}
}
}
//Select the next target within the spell shape.
oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(7.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}