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.
119 lines
4.7 KiB
Plaintext
119 lines
4.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Freezing Sphere
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//:: Spell FileName phs_s_freezesphe
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Freezing Sphere
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Evocation [Cold]
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Level: Sor/Wiz 6
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Long (40M)
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Target, Effect, or Area: See text
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Duration: Instantaneous or 1 round/level; see text
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Saving Throw: Reflex half; see text
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Spell Resistance: Yes
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Freezing sphere creates a frigid globe of cold energy that streaks from your
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fingertips to the location you select, where it explodes in a 10-foot-radius
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burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to
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each creature in the area. An elemental (water) creature instead takes 1d8
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points of cold damage per caster level (maximum 15d8).
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You can refrain from firing the globe after completing the spell, if you wish.
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You can hold the charge for as long as 1 round per level, at the end of which
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time the freezing sphere bursts centered on you (and you receive no saving
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throw to resist its effect). Firing the globe in a later round is a standard
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action usable from your class item.
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Focus: A small crystal sphere.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Nearly the same as fireball. Note that it is possible to refrain from
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firing (NOT IN YET)
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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_FREEZING_SPHERE)) 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 nDamage;
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int nAppearance;
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float fDelay;
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
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// Are we holding it back or not?
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//if(!NOT IN YET) return;
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(PHS_VFX_FNF_FREEZING_SPHERE);
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PHS_ApplyLocationVFX(lTarget, eImpact);
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// Get all targets in a sphere, medium (3.3) radius, objects
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, 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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{
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// Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FREEZING_SPHERE);
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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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// Damage - it is 1d8 for water elementals!
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nAppearance = GetAppearanceType(oTarget);
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// Elemental
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if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE &&
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(nAppearance == APPEARANCE_TYPE_ELEMENTAL_WATER ||
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nAppearance == APPEARANCE_TYPE_ELEMENTAL_WATER_ELDER ||
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FindSubString(GetStringUpperCase(GetSubRace(oTarget)), "WATER ELEMENTAL") >= 0))
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{
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// 1d8/level
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nDamage = PHS_MaximizeOrEmpower(8, nCasterLevel, nMetaMagic);
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}
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// Not an elemental
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else
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{
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// 1d6/level
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nDamage = PHS_MaximizeOrEmpower(6, nCasterLevel, nMetaMagic);
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}
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// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDamage, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD);
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// Need to do damage to apply visuals
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if(nDamage > 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, nDamage, DAMAGE_TYPE_COLD));
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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, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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