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.
96 lines
3.6 KiB
Plaintext
96 lines
3.6 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Fireball
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//:: Spell FileName PHS_S_Fireball
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Fire]
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Level: Sor/Wiz 3
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Long (40M)
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Area: 6.67-M.-radius spread
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Duration: Instantaneous
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Saving Throw: Reflex half
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Spell Resistance: Yes
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A fireball spell is an explosion of flame that detonates with a low roar and
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deals 1d6 points of fire damage per caster level (maximum 10d6) to every
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creature within the area. Unattended objects also take this damage. The
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explosion creates almost no pressure.
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Material Component: A tiny ball of bat guano and sulfur.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Mostly as the Bioware version, as it is to 3.5 standards. Reflex
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half, so reflex save - GetReflexAdjustedDamage, with SAVING_THROW_FIRE
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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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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_FIREBALL)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nDam;
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float fDelay;
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// Limit dice to 10d6
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int nDice = PHS_LimitInteger(nCasterLevel, 10);
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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, all creatures, placeables amd 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_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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// 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
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nDam = PHS_MaximizeOrEmpower(6, nDice, nMetaMagic);
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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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}
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