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.
145 lines
5.6 KiB
Plaintext
145 lines
5.6 KiB
Plaintext
//Spell script for reserve feat aoe attacks
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//prc_reservaoe
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//by ebonfowl
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//Dedicated to Edgar, the real Ebonfowl
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void DoAOE(effect eVis, effect eExplode, int nSaveType, int nDamage, int nDamageType, int nShape, float fSize, int nSpellID, int nBonus)
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{
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object oPC = OBJECT_SELF;
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object oBeamTarget = PRCGetSpellTargetObject();
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int nDC = 10 + nBonus + GetDCAbilityModForClass(GetPrimarySpellcastingClass(oPC), oPC);
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location lTarget = GetIsObjectValid(PRCGetSpellTargetObject()) ? // Are we targeting an object, or just at a spot on the ground?
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GetLocation(PRCGetSpellTargetObject()) : // Targeting an object
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PRCGetSpellTargetLocation(); // Targeting a spot on the ground
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effect eDam;
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//If no beam target object, make one
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if (!GetIsObjectValid(oBeamTarget))
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{
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oBeamTarget = CreateObject(OBJECT_TYPE_PLACEABLE, "prc_invisobj", lTarget);
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}
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//Get first target in spell area
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object oTarget = MyFirstObjectInShape(nShape, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oPC) && oTarget != oPC)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oPC, nSpellID));
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float fDelay = GetDistanceBetween(oPC, oTarget)/20;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, nSaveType);
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if(nDamage > 0)
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{
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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, nDamageType);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SPApplyEffectToObject(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 visual that erupts on the target not on the ground.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in spell area
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oTarget = MyNextObjectInShape(nShape, fSize, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(oPC));
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if(DEBUG) DoDebug("prc_reservaoe: Next target is: " + DebugObject2Str(oTarget));
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}
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//Apply explosion visual if needed
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if (nShape == SHAPE_SPHERE) ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eExplode, lTarget, 1.0);
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else if (nShape == SHAPE_SPELLCYLINDER) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eExplode, oBeamTarget, 1.0);
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//Remove the created beam target object if it exists
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if (GetResRef(oBeamTarget) == "prc_invisobj") DestroyObject(oBeamTarget, 3.0);
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}
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void main()
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{
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object oPC = OBJECT_SELF;
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int nSpellID = PRCGetSpellId();
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int nDamage, nShape, nSaveType, nDamageType, nBonus;
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float fSize;
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effect eVis, eVisFail, eExplode;
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switch (nSpellID)
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{
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case SPELL_FIERY_BURST:
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{
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nDamage = d6(GetLocalInt(oPC, "FieryBurstBonus"));
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nShape = SHAPE_SPHERE;
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nSaveType = SAVING_THROW_TYPE_FIRE;
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nDamageType = DAMAGE_TYPE_FIRE;
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nBonus = GetLocalInt(oPC, "FieryBurstBonus");
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fSize = 5.0;
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eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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if (!GetLocalInt(oPC, "FieryBurstBonus"))
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{
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FloatingTextStringOnCreature("You do not have a spell available of adequate level or type", oPC, FALSE);
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return;
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}
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DoAOE(eVis, eExplode, nSaveType, nDamage, nDamageType, nShape, fSize, nSpellID, nBonus);
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break;
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}
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case SPELL_STORM_BOLT:
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{
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nDamage = d6(GetLocalInt(oPC, "StormBoltBonus"));
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nShape = SHAPE_SPELLCYLINDER;
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nSaveType = SAVING_THROW_TYPE_ELECTRICITY;
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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nBonus = GetLocalInt(oPC, "StormBoltBonus");
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fSize = 20.0;
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eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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eExplode = EffectBeam(VFX_BEAM_LIGHTNING, oPC, BODY_NODE_HAND);
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if (!GetLocalInt(oPC, "StormBoltBonus"))
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{
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FloatingTextStringOnCreature("You do not have a spell available of adequate level or type", oPC, FALSE);
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return;
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}
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DoAOE(eVis, eExplode, nSaveType, nDamage, nDamageType, nShape, fSize, nSpellID, nBonus);
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break;
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}
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case SPELL_WINTERS_BLAST:
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{
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nDamage = d4(GetLocalInt(oPC, "WintersBlastBonus"));
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nShape = SHAPE_SPELLCONE;
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nSaveType = SAVING_THROW_TYPE_COLD;
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nDamageType = DAMAGE_TYPE_COLD;
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nBonus = GetLocalInt(oPC, "WintersBlastBonus");
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fSize = 15.0;
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eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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eExplode = EffectBeam(VFX_BEAM_LIGHTNING, oPC, BODY_NODE_HAND); //Not used for this one, vfx set in 2da
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if (!GetLocalInt(oPC, "WintersBlastBonus"))
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{
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FloatingTextStringOnCreature("You do not have a spell available of adequate level or type", oPC, FALSE);
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return;
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}
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DoAOE(eVis, eExplode, nSaveType, nDamage, nDamageType, nShape, fSize, nSpellID, nBonus);
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break;
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}
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}
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} |