PRC8/trunk/scripts/prc_blight_fire.nss

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//::///////////////////////////////////////////////
/*
5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter<65>s class level + blighter<65>s Wis modifier)
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Stratovarius
//:: Created On: Jan 20, 2019
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
//Declare major variables
object oCaster = OBJECT_SELF;
int nDC = GetLevelByClass(CLASS_TYPE_BLIGHTER, oCaster) + 10 + GetAbilityModifier(ABILITY_WISDOM, oCaster);
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(807);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = PRCGetSpellTargetLocation();
//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, FeetToMeters(10.0), 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))
{
//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(5);
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, 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, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}