ES_PRC8/_module/nss/cal_explode.nss
Jaysyn904 563ab3e88f Renamed NWNxEE includes for PRC compatibility
Renamed NWNxEE includes for PRC compatibility.
2023-11-14 14:51:00 -05:00

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///Script: cal_explode
//Author: Albert Shih (Calidarien)
//Version: v1.0, 2002-06-25
//Usage: Caller explodes after a delay and damages nearby objects for 2d6 fire
// damage (Reflex save DC 15)
//Notes:
// v1.0: Release version
// tdh - I changed reflex to 18 and damage to 2d10
#include "prc_inc_spells"
void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 18, float fRadius = 3.) {
ApplyEffectAtLocation( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIREBALL), lTarget);
object oObject = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
do {
int nDamageAfterSave = PRCGetReflexAdjustedDamage(nDamage, oObject, nSaveDC);
ApplyEffectToObject( DURATION_TYPE_INSTANT, EffectDamage(nDamageAfterSave, DAMAGE_TYPE_FIRE), oObject);
} while ((oObject = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget)) != OBJECT_INVALID);
}
//
void main()
{
location lSource = GetLocation(OBJECT_SELF);
DelayCommand(3., ExplodeAtLocation(lSource, d10(2)));
}