Further file organization
Further file organization
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92
nwn/nwnprc/trunk/newspellbook/tob_dw_frsnk.nss
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92
nwn/nwnprc/trunk/newspellbook/tob_dw_frsnk.nss
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/*
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----------------
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Firesnake
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tob_dw_frsnk.nss
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----------------
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19/08/07 by Stratovarius
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*/ /** @file
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Firesnake
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Desert Wind (Strike) [Fire]
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Level: Swordsage 4
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Prerequisite: Two Desert Wind Maneuvers
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Initiation Action: 1 Standard Action
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Range: 60ft.
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Area: Line
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Duration: Instantaneous
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Saving Throw: Reflex half
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You drive your weapon into the ground, causing a gout of fire to jet into the air.
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The fire flows back to the ground and creeps ahead like a serpent, sweeping over
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your enemies and roasting them where they stand.
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You create a line of fire that does 6d6 damage.
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This is a supernatural maneuver.
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*/
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#include "tob_inc_move"
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#include "tob_movehook"
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////#include "prc_alterations"
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void main()
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{
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if (!PreManeuverCastCode())
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{
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// If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oInitiator = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
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if(move.bCanManeuver)
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{
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location lTarget = PRCGetSpellTargetLocation();
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float fLength = FeetToMeters(60.0);
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vector vOrigin = GetPosition(oInitiator);
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int nDC = 14 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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// Loop over targets in the line shape
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oInitiator &&
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spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oInitiator)
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)
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, move.nMoveId, oInitiator);
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// Roll damage
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int nDamage = d6(6);
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if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
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if(nDamage > 0)
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{
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float fDelay = GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget) / 20.0f;
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effect eDamage = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end if - Target validity check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
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}// end while - Target loop
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// Do some VFX
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DelayCommand(0.5f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oInitiator, 0.55));
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DrawLineFromVectorToVector(DURATION_TYPE_INSTANT, VFX_IMP_SPELLF_FLAME, GetArea(oInitiator), GetPosition(oInitiator), GetPositionFromLocation(lTarget), 0.0,
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FloatToInt(GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget)), // One VFX every meter
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0.5
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);
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}
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}
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