Battledale_PRC8/_module/nss/jw_firefun_spell.nss
Jaysyn904 e5b3f6ad61 Finished PRC8 integration
Finished PRC8 integration.  Moved creature abilities to top hak.  Setup tooling.  Created release archive
2024-03-12 21:27:23 -04:00

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#include "prc_inc_spells"
void main()
{
// will only do it every so often
// sets "NW_DO_ONCE" back to 0 if nSpawnDelay has passed
int nCurrentHour = (GetCalendarYear()-1)*12*28*24 +
(GetCalendarMonth()-1)*28*24 +
(GetCalendarDay()-1)*24 +
GetTimeHour();
int nLastSpawnHour = GetLocalInt(OBJECT_SELF,"LAST_SPAWN_HOUR");
int nSpawnDelay = 0;
if (nCurrentHour > (nLastSpawnHour + nSpawnDelay))
{
SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",0);
}
//return if time has not passed yet
if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
{
return;
}
// will explode if a fire spell is cast on it
int iSpell=GetLastSpell();
//SpeakString("a spell was cast on me");
// Check if a fire-spell was used
if (iSpell == SPELL_BURNING_HANDS || iSpell == SPELL_FIRE_STORM || iSpell == SPELL_FIREBALL || iSpell == SPELL_DELAYED_BLAST_FIREBALL || iSpell == SPELL_SHADES_FIREBALL ||
iSpell == SPELL_SHADES_WALL_OF_FIRE || iSpell == SPELL_WALL_OF_FIRE || iSpell == SPELL_FLAME_ARROW || iSpell == SPELL_FLAME_LASH ||
iSpell == SPELL_FLAME_STRIKE || iSpell == SPELL_FLARE || iSpell == SPELL_INCENDIARY_CLOUD || iSpell == SPELL_INFERNO | iSpell == SPELL_METEOR_SWARM
|| iSpell == SPELL_COMBUST || iSpell == SPELL_FLARE || iSpell == SPELL_GRENADE_FIRE)
{
SpeakString("*The flames set off a reaction in the fungus*");
// Set the times
SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
SetLocalInt(OBJECT_SELF,"LAST_SPAWN_HOUR",nCurrentHour);
// Do the spell effect
//Declare major variables
object oCaster = OBJECT_SELF;
int nCasterLvl = 5;
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
//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 = GetFirstObjectInShape(SHAPE_SPHERE, 30.0, 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))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
//Roll damage for each target
nDamage = d6(nCasterLvl);
//Resolve metamagic
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, 20, SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}