/*::////////////////////////////////////////////// //:: Spell Name Circle of Death //:: Spell FileName SMP_S_CircleDeth //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Necromancy [Death] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (20M) Area: Several living creatures within a 13.33-M.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed black pearl with a minimum value of 500 gp. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As the spell - Bioware's is almost like this. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "SMP_INC_SPELLS" void main() { // Spell Hook Check. if(!SMP_SpellHookCheck()) return; // Check for the Crushed Black Pearl (500GP value) if(!SMP_ComponentExactItemRemove(PHS_ITEM_CRUSHED_BLACK_PEARL, "Crushed Black Pearl", "Circle of Death")) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget; location lTarget = GetSpellTargetLocation(); int nCasterLevel = SMP_GetCasterLevel(); int nSpellSaveDC = SMP_GetSpellSaveDC(); int nMetaMagic = SMP_GetMetaMagicFeat(); string sSpellLocal = "SMP_SPELL_CIRCLE_OF_DEATH" + ObjectToString(OBJECT_SELF); float fDistance, fDelay; int bContinueLoop, nCurrentHD, nLow; object oLowest; // Limit dice up to 20. int nDice = SMP_LimitInteger(nCasterLevel, 20); // Get amount of HD we can kill - // The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). int nHD = SMP_MaximizeOrEmpower(4, nDice, nMetaMagic); // Max HD to affect is level 9 int nMaxHD = 9; // Declare Effects effect eVis = EffectVisualEffect(VFX_IMP_DEATH); effect eDeath = EffectDeath(); // Apply AOE visual effect eImpact = EffectVisualEffect(SMP_VFX_FNF_LOS_EVIL_40);//40ft radius SMP_ApplyLocationVFX(lTarget, eImpact); // Get the first target in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 13.33, lTarget, TRUE); // If no valid targets exists ignore the loop if(GetIsObjectValid(oTarget)) { bContinueLoop = TRUE; } // The above checks to see if there is at least one valid target. while((nHD > 0) && (bContinueLoop)) { nLow = 999; bContinueLoop = FALSE; // Get the first creature in the spell area oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 13.33, lTarget, TRUE); while(GetIsObjectValid(oTarget)) { // Already affected check if(!GetLocalInt(oTarget, sSpellLocal)) { // Make faction check to ignore allies if(!GetIsReactionTypeFriendly(oTarget) && // Must be under nMaxHD to be a valid target GetHitDice(oTarget) <= nMaxHD && // Make sure they are not immune to spells !SMP_TotalSpellImmunity(oTarget) && // Must be alive SMP_GetIsAliveCreature(oTarget)) { //Get the current HD of the target creature nCurrentHD = GetHitDice(oTarget); // Check to see if the HD are lower than the current Lowest HD stored and that the // HD of the monster are lower than the number of HD left to use up. if(nCurrentHD <= nHD && ((nCurrentHD < nLow) || (nCurrentHD <= nLow && GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= fDistance))) { nLow = nCurrentHD; fDistance = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)); oLowest = oTarget; bContinueLoop = TRUE; } } else { // Immune to it in some way, ignore on next pass SetLocalInt(oTarget, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oTarget, sSpellLocal)); } } //Get the next target in the shape oTarget = GetNextObjectInShape(SHAPE_SPHERE, 13.33, lTarget, TRUE); } // Check to see if oLowest returned a valid object if(GetIsObjectValid(oLowest)) { // Fire cast spell at event for the specified target SMP_SignalSpellCastAt(oLowest, SMP_SPELL_CIRCLE_OF_DEATH); // Set a local int to make sure the creature is not used twice in the // pass. Destroy that variable in 0.1 seconds to remove it from // the creature SetLocalInt(oLowest, sSpellLocal, TRUE); DelayCommand(0.1, DeleteLocalInt(oLowest, sSpellLocal)); // Delay based on range fDelay = fDistance/20; // Make SR and Death Immunity check if(!SMP_SpellResistanceCheck(oCaster, oLowest, fDelay) && !SMP_ImmunityCheck(oLowest, IMMUNITY_TYPE_DEATH, fDelay)) { // Fortitude saving throw if(!SMP_SavingThrow(SAVING_THROW_FORT, oLowest, nSpellSaveDC, SAVING_THROW_TYPE_DEATH, oCaster, fDelay)) { // Apply effects DelayCommand(fDelay, SMP_ApplyInstantAndVFX(oTarget, eVis, eDeath)); } } } // Remove the HD of the creature from the total nHD = nHD - GetHitDice(oLowest); oLowest = OBJECT_INVALID; } }