forked from Jaysyn/PRC8
59 lines
2.9 KiB
Plaintext
59 lines
2.9 KiB
Plaintext
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/*
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31/12/19 by Stratovarius
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Bloodwar Gauntlets Bind (Arms)
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Your bloodwar gauntlets bind themselves to your wrists and forearms. Instead of separate rings of metal extending up your arms, they now
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form a solid sheath of completely unreflective metal in which fiendish visages manifest and subside, always contorted with rage and pain.
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You can use a standard action to release the soulmeld<6C>s violent energy in a tumultuous blast, unshaping the soulmeld in the process.
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The blast deals 3d6 points of damage for every point of essentia invested to all creatures within a 20-foot radius burst, excluding you.
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A successful Fortitude save halves this damage.
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*/
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#include "moi_inc_moifunc"
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void main()
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{
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object oMeldshaper = OBJECT_SELF;
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int nMeldshaperLevel = GetMeldshaperLevel(oMeldshaper, CLASS_TYPE_INCARNATE, MELD_BLOODWAR_GAUNTLETS);
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int nDice = GetEssentiaInvested(oMeldshaper, MELD_BLOODWAR_GAUNTLETS) * 3;
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int nDC = GetMeldshaperDC(oMeldshaper, CLASS_TYPE_INCARNATE, MELD_BLOODWAR_GAUNTLETS);
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location lTarget = PRCGetSpellTargetLocation();
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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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//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, FeetToMeters(20.0), 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) && oMeldshaper != oTarget)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oMeldshaper, MELD_BLOODWAR_GAUNTLETS));
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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(oMeldshaper, oTarget, nMeldshaperLevel, fDelay))
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{
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nDamage = d6(nDice);
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE))
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nDamage /= 2;
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_FIRE), oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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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, FeetToMeters(20.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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// Using this ability ends the meld until tomorrow.
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PRCRemoveSpellEffects(MELD_BLOODWAR_GAUNTLETS, oMeldshaper, oMeldshaper);
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}
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