/*::////////////////////////////////////////////// //:: Spell Name Incendiary Cloud: On Heartbeat //:: Spell FileName PHS_S_IncnCloudC //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As the spell says. No moving fog though! Damage is done On Heartbeat, consealment effects (Which do not stack anyway) are On Enter, On Exit. On Heartbeat: Deals 4d6 fire damage (Reflex save negates, no SR) to things in the cloud. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Check AOE if(!PHS_CheckAOECreator()) return; // Declare major variables object oTarget; object oCaster = GetAreaOfEffectCreator(); int nMetaMagic = PHS_GetAOEMetaMagic(); int nSpellSaveDC = PHS_GetAOESpellSaveDC(); int nDamage; float fDelay; // Declare effects effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); // Start cycling through the AOE Object for viable targets oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR); while(GetIsObjectValid(oTarget)) { // PvP check if(!GetIsReactionTypeFriendly(oTarget, oCaster) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget)) { // Fire cast spell at event for the affected target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_INCENDIARY_CLOUD); // Get a small delay fDelay = PHS_GetRandomDelay(0.1, 3.0); // Get damage. 4d6 nDamage = PHS_MaximizeOrEmpower(6, 4, nMetaMagic); // Adjust damage due to reflex saves. nDamage = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDamage, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay); // Apply damage and visuals DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_FIRE)); } //Get next target. oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR); } }