Further file organization
Further file organization
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63
nwn/nwnprc/trunk/newspellbook/inv_dra_scldgust.nss
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63
nwn/nwnprc/trunk/newspellbook/inv_dra_scldgust.nss
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//::///////////////////////////////////////////////
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//:: Name Scalding Gust
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//:: FileName inv_dra_scldgust.nss
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//::///////////////////////////////////////////////
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/*
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Least Invocation
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2nd Level Spell
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You create a strong blast of searing wind in a 60'
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line before you. Creatures smaller than medium must
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make a Fortitude save or be knocked down, and all
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creatures within the area of effect regardless take
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1 point of fire damage per caster level.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
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int nPenetr = CasterLvl + SPGetPenetr();
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float fRange = FeetToMeters(60.0);
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float fDelay;
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effect eDmg = EffectDamage(CasterLvl, DAMAGE_TYPE_FIRE);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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//Get first target in the spell cylinder
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object oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fRange, lTarget,
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TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_SCALDING_GUST));
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//Make SR Check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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if(PRCGetCreatureSize(oTarget) < CREATURE_SIZE_MEDIUM)
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_NONE))
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{
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effect eWindblown = EffectKnockdown();
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eWindblown, oTarget, 6.0));
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}
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in the spell cylinder
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, fRange, lTarget,
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TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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}
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}
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