/* 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—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’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’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); } }