Further file organization
Further file organization
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nwn/nwnprc/trunk/scripts/prc_sch_cosmfire.nss
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nwn/nwnprc/trunk/scripts/prc_sch_cosmfire.nss
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//::///////////////////////////////////////////////
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//:: Song of Cosmic Fire
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//:: prc_sch_cosmfire.nss
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//:://////////////////////////////////////////////
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/*
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// A 10th-level Sublime Chord with 20 or more ranks
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// in the Perform skill learns the Song of Cosmic Fire.
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// Using this ability costs a Sublime Chord two of her
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// daily uses of Bardic Music. The Song of Cosmic Fire
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// creates a 20-foot-radius spread of fire anywhere
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// within 100 feet of the Sublime Chord (provided she
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// has line of effect to the fire's point of origin).
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// Creatures in the area take damage equal to the
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// Sublime Chord's Perform check result. All affected
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// creatures are entitled to a Reflex save (DC10 +
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// Sublime Chord level + Cha modifier) for half damage.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: xwarren
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//:: Created On: Dec 8, 2009
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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object oCaster = OBJECT_SELF;
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if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
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return;
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}
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else if(GetSkillRank(SKILL_PERFORM, oCaster) < 20)
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{
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FloatingTextStringOnCreature("You need 20 or more ranks in perform skill.", oCaster, FALSE);
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return;
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}
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else if (!GetHasFeat(FEAT_BARD_SONGS, oCaster))
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{
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//SpeakStringByStrRef(40550);
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FloatingTextStringOnCreature("No Bard Song uses!", oCaster, FALSE);
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return;
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}
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else
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{
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DecrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS);
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if (!GetHasFeat(FEAT_BARD_SONGS, oCaster))
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{
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//SpeakStringByStrRef(40550);
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FloatingTextStringOnCreature("No Bard Song uses!", oCaster, FALSE);
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IncrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS);
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}
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else
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{
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DecrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS);
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//Declare major variables
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int nCasterLvl = GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oCaster);
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int nDamage = d20(1) + GetSkillRank(SKILL_PERFORM, oCaster);
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int nDC = 10 + nCasterLvl + GetAbilityModifier(ABILITY_CHARISMA, oCaster);
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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 = PRCGetSpellTargetLocation();
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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 = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, 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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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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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, GetSpellId()));
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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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//Adjust the damage based on the Reflex Save, Evasion and 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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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
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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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PRCBonusDamage(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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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, 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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}
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