Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
90 lines
3.9 KiB
Plaintext
90 lines
3.9 KiB
Plaintext
#include "prc_inc_spells"
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void main()
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{
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// will only do it every so often
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// sets "NW_DO_ONCE" back to 0 if nSpawnDelay has passed
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int nCurrentHour = (GetCalendarYear()-1)*12*28*24 +
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(GetCalendarMonth()-1)*28*24 +
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(GetCalendarDay()-1)*24 +
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GetTimeHour();
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int nLastSpawnHour = GetLocalInt(OBJECT_SELF,"LAST_SPAWN_HOUR");
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int nSpawnDelay = 0;
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if (nCurrentHour > (nLastSpawnHour + nSpawnDelay))
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{
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",0);
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}
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//return if time has not passed yet
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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// will explode if a fire spell is cast on it
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int iSpell=GetLastSpell();
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//SpeakString("a spell was cast on me");
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// Check if a fire-spell was used
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if (iSpell == SPELL_BURNING_HANDS || iSpell == SPELL_FIRE_STORM || iSpell == SPELL_FIREBALL || iSpell == SPELL_DELAYED_BLAST_FIREBALL || iSpell == SPELL_SHADES_FIREBALL ||
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iSpell == SPELL_SHADES_WALL_OF_FIRE || iSpell == SPELL_WALL_OF_FIRE || iSpell == SPELL_FLAME_ARROW || iSpell == SPELL_FLAME_LASH ||
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iSpell == SPELL_FLAME_STRIKE || iSpell == SPELL_FLARE || iSpell == SPELL_INCENDIARY_CLOUD || iSpell == SPELL_INFERNO | iSpell == SPELL_METEOR_SWARM
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|| iSpell == SPELL_COMBUST || iSpell == SPELL_FLARE || iSpell == SPELL_GRENADE_FIRE)
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{
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SpeakString("*The flames set off a reaction in the fungus*");
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// Set the times
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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SetLocalInt(OBJECT_SELF,"LAST_SPAWN_HOUR",nCurrentHour);
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// Do the spell effect
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLvl = 5;
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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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 = GetLocation(OBJECT_SELF);
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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, 30.0, 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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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
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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(nCasterLvl);
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//Resolve metamagic
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, 20, 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, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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}
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