Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
30 lines
1017 B
Plaintext
30 lines
1017 B
Plaintext
#include "NW_I0_GENERIC"
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#include "prc_inc_spells"
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void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 15, float fRadius = 3.)
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{
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIREBALL), lTarget);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD), lTarget);
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object oObject = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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do {
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int nDamageAfterSave = PRCGetReflexAdjustedDamage(nDamage, oObject, nSaveDC);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamageAfterSave, DAMAGE_TYPE_FIRE), oObject);
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} while ((oObject = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget)) != OBJECT_INVALID); }
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void main()
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{
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location lSource = GetLocation(OBJECT_SELF);
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DelayCommand(0.5, ExplodeAtLocation(lSource, d6(6)));
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if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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}
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ExecuteScript("sf_xp", OBJECT_SELF);
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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}
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