forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
54 lines
2.7 KiB
Plaintext
54 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
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/*
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5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter’s class level + blighter’s Wis modifier)
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: Jan 20, 2019
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nDC = GetLevelByClass(CLASS_TYPE_BLIGHTER, oCaster) + 10 + GetAbilityModifier(ABILITY_WISDOM, oCaster);
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(807);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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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 = GetFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), 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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//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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//Roll damage for each target
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nDamage = d6(5);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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//This visual effect is applied to the target object not the location as above. This visual effect
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//represents the flame that erupts on the target not on the ground.
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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