Further file organization
Further file organization
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105
nwn/nwnprc/trunk/smp/phs_s_horridwilt.nss
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105
nwn/nwnprc/trunk/smp/phs_s_horridwilt.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Horrid Wilting
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//:: Spell FileName PHS_S_HorridWilt
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Long (40M)
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Targets: Living enemy creatures, within a 10-M-radius sphere
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Duration: Instantaneous
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Saving Throw: Fortitude half
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Spell Resistance: Yes
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This spell evaporates moisture from the body of each subject living creature,
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dealing 1d6 points of damage per caster level (maximum 20d6). This spell is
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especially devastating to water elementals and plant creatures, which instead
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take 1d8 points of damage per caster level (maximum 20d8).
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Arcane Material Component: A bit of sponge.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Plant and water elementals are easily added extra damage - more power
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to the necromancers, eh?
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Damage is magical, as Bioware's spell. Massive radius, however!
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_HORRID_WILTING)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nDam;
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float fDelay;
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// Limit dice to 20d6/8
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int nDice = PHS_LimitInteger(nCasterLevel, 20);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(VFX_FNF_HORRID_WILTING);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Get all targets in a sphere, 10.0M radius, objects - Creatures
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// Enemy only PvP Check and spell immunity check
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if(GetIsReactionTypeHostile(oTarget, oCaster) &&
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!PHS_GeneralEverythingImmunity(oTarget))
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{
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HORRID_WILTING);
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// Make sure they are living
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if(PHS_GetIsAliveCreature(oTarget))
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{
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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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// Spell resistance And immunity checking.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// If they are a plant, or water elemental, do d8 not d6 damage.
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if(PHS_GetIsPlant(oTarget) || PHS_GetIsWaterElemental(oTarget))
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{
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// Roll damage - d8
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nDam = PHS_MaximizeOrEmpower(8, nDice, nMetaMagic);
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}
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else
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{
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// Roll damage - d6
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nDam = PHS_MaximizeOrEmpower(6, nDice, nMetaMagic);
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}
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// Adjust the damage based on the Fortitude Save.
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nDam = PHS_GetAdjustedDamage(SAVING_THROW_FORT, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
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// Need to do damage to apply visuals
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if(nDam > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_MAGICAL));
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}
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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