Further file organization
Further file organization
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95
nwn/nwnprc/trunk/spells/x2_s0_scntsphere.nss
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95
nwn/nwnprc/trunk/spells/x2_s0_scntsphere.nss
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//::///////////////////////////////////////////////
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//:: Scintillating Sphere
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//:: X2_S0_ScntSphere
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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// A scintillating sphere is a burst of electricity
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// that detonates with a low roar and inflicts 1d6
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// points of damage per caster level (maximum of 10d6)
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// to all creatures within the area. Unattended objects
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// also take damage. The explosion creates almost no pressure.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: Nov 25 , 2002
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs, 02/06/2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void ApplyDamage(object oTarget, effect eDamage)
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{
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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PRCBonusDamage(oTarget);
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}
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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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 nCasterLvl = PRCGetCasterLevel(oCaster);
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int nPenetr = nCasterLvl + SPGetPenetr();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int EleDmg = ChangedElementalDamage(oCaster, DAMAGE_TYPE_ELECTRICAL);
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int nSaveType = ChangedSaveType(EleDmg);
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int nDamage;
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float fDelay;
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effect eDam;
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//Limit Caster level for the purposes of damage
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if (nCasterLvl > 10)
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nCasterLvl = 10;
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//Apply the fireball explosion at the location captured above.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_ELECTRIC_EXPLOSION), lTarget);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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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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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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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, SPELL_SCINTILLATING_SPHERE));
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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//Roll damage for each target
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nDamage = d6(nCasterLvl);
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//Resolve metamagic
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 6 * nCasterLvl;
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if(nMetaMagic & METAMAGIC_EMPOWER)
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nDamage += nDamage / 2;
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nDamage += SpellDamagePerDice(oCaster, nCasterLvl);
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int nDC = PRCGetSaveDC(oTarget, oCaster);
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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, nSaveType);
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if(nDamage > 0)
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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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//Set the damage effect
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eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, ApplyDamage(oTarget, eDam));
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}
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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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PRCSetSchool();
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}
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