forked from Jaysyn/PRC8
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.
105 lines
4.2 KiB
Plaintext
105 lines
4.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Delayed Blast Fireball: On Heartbeat
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//:: Spell FileName PHS_S_DelayedBFC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Uses the Bioware AOE.
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This, if moved nearby to, will auto-explode.
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The caster can of course choose the duration - be it 1 heartbeat (or instant)
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to 5 heartbeats (or 5 rounds).
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The heartbeat script and OnEnter scripts do the stuff.
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OnHearbeat:
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- Run blast if entered
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- Run blast if the hearbeats == number set on caster.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Check AOE status
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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// We declare these here for, really, bug reasons.
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int nCasterLevel = PHS_GetAOECasterLevel();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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// TRUE if we have been triggered anyway.
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int bEntered = GetLocalInt(OBJECT_SELF, "PHS_DELAYED_BLAST_FIREBALL_ENTERED");
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// The amount of heartbeats until we blow - this increases the amount fired by 1.
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int nAmountofHBs = PHS_IncreaseStoredInteger(oTarget, "PHS_DELAYED_BLAST_FIREBALL_HBS");
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// User defined amount of HB's.
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int nUserHBs = PHS_LimitInteger(GetLocalInt(oCaster, "PHS_DELAYED_BLAST_FIREBALL_USER_HBS"));
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// Check if we are going to do the blast...
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if(bEntered == TRUE ||
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nAmountofHBs >= nUserHBs)
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{
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// Get dice based on caster level
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int nDice = PHS_LimitInteger(nCasterLevel, 20);
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// Get location to apply effects to etc.
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location lTarget = GetLocation(OBJECT_SELF);
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float fDelay;
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int nDam;
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(VFX_FNF_FIREBALL);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Get all targets in a sphere, 6.67M radius, objects/placeables/doors.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DELAYED_BLAST_FIREBALL);
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// For this, it shouldn't be over 1.5 seconds. If it is, we limit it
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if(fDelay > 1.5) fDelay = 1.5;
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// Spell resistance And immunity checking.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Roll damage for each target. No metamagic.
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nDam = d6(nDice);
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// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDam = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
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// Need to do damage to apply visuals
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if(nDam > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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// Finally, destroy ourselves after 2.0 seconds before next HB
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DestroyObject(OBJECT_SELF, 2.0);
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}
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}
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