PRC8_fork/trunk/newspellbook/moi_mld_bldwrft.nss

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