PRC8/nwn/nwnprc/trunk/newspellbook/tob_dw_wyrmflmt.nss
Jaysyn904 8a034b0da0 2025/05/25 Update
Updated all ToB maneuvers with saves to respect Blade Meditation.
Added HasBladeMeditationForDiscipline()
Expanded Witchborn Binder for epic progression.
Fixed a few bugs around Vile Martial strike.
Echo Spell shouldn't target self or items.
Muckdweller should have a -6 STR.
Added new Vile Martial feats to GetVileFeats().
Grappling something now removes invisibility.
Started on Power Attack NUI.
Starmantle shouldn't stack.
Factotum & Shadow Thief of Amn require UMD checks for scroll casting.
2025-05-25 16:16:36 -04:00

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/*
----------------
Wyrm's Flame
tob_dw_wyrmflm.nss
----------------
04/06/07 by Stratovarius
*/ /** @file
Wyrm's Flame
Desert Wind (Strike) [Fire]
Level: Swordsage 8
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 Standard Action
Range: 30ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
You spin your blade in a whirling arc. With each revolution, seathing flames build upon its length.
With a flourish, you bring your blade to a halt, pointing it at your foe, and unleashing a roaring
wall of flame.
You create a cone of fire that does 10d6 damage.
This is a supernatural maneuver.
*/
#include "tob_inc_move"
#include "tob_movehook"
////#include "prc_alterations"
void main()
{
if (!PreManeuverCastCode())
{
// If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oInitiator = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
if(move.bCanManeuver)
{
location lTarget = GetLocation(oInitiator);
int nDC = 18 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
int nBladeMed = HasBladeMeditationForDiscipline(oInitiator, GetDisciplineByManeuver(PRCGetSpellId()));;
if (nBladeMed)
{
nDC += 1;
}
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
//Get the first target in the radius around the caster
oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oInitiator)
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
int nDamage = d6(10);
if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
//Run the damage through the various reflex save and evasion feats
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
if(nDamage > 0)
{
effect eFire = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
// Apply effects to the currently selected target.
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
//Get the next target in the specified area around the caster
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}