PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_delayedbfc.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Delayed Blast Fireball: On Heartbeat
//:: Spell FileName PHS_S_DelayedBFC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Uses the Bioware AOE.
This, if moved nearby to, will auto-explode.
The caster can of course choose the duration - be it 1 heartbeat (or instant)
to 5 heartbeats (or 5 rounds).
The heartbeat script and OnEnter scripts do the stuff.
OnHearbeat:
- Run blast if entered
- Run blast if the hearbeats == number set on caster.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Check AOE status
if(!PHS_CheckAOECreator()) return;
// Declare major variables
object oTarget;
object oCaster = GetAreaOfEffectCreator();
// We declare these here for, really, bug reasons.
int nCasterLevel = PHS_GetAOECasterLevel();
int nSpellSaveDC = PHS_GetAOESpellSaveDC();
// TRUE if we have been triggered anyway.
int bEntered = GetLocalInt(OBJECT_SELF, "PHS_DELAYED_BLAST_FIREBALL_ENTERED");
// The amount of heartbeats until we blow - this increases the amount fired by 1.
int nAmountofHBs = PHS_IncreaseStoredInteger(oTarget, "PHS_DELAYED_BLAST_FIREBALL_HBS");
// User defined amount of HB's.
int nUserHBs = PHS_LimitInteger(GetLocalInt(oCaster, "PHS_DELAYED_BLAST_FIREBALL_USER_HBS"));
// Check if we are going to do the blast...
if(bEntered == TRUE ||
nAmountofHBs >= nUserHBs)
{
// Get dice based on caster level
int nDice = PHS_LimitInteger(nCasterLevel, 20);
// Get location to apply effects to etc.
location lTarget = GetLocation(OBJECT_SELF);
float fDelay;
int nDam;
// Declare Effects
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
// Apply AOE visual
effect eImpact = EffectVisualEffect(VFX_FNF_FIREBALL);
PHS_ApplyLocationVFX(lTarget, eImpact);
// Get all targets in a sphere, 6.67M radius, objects/placeables/doors.
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
// Loop targets
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 specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DELAYED_BLAST_FIREBALL);
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
// For this, it shouldn't be over 1.5 seconds. If it is, we limit it
if(fDelay > 1.5) fDelay = 1.5;
// Spell resistance And immunity checking.
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Roll damage for each target. No metamagic.
nDam = d6(nDice);
// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDam = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
// Need to do damage to apply visuals
if(nDam > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
}
}
}
// Get Next Target
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
// Finally, destroy ourselves after 2.0 seconds before next HB
DestroyObject(OBJECT_SELF, 2.0);
}
}