PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_heatmetal.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 Heat Metal
//:: Spell FileName PHS_S_HeatMetal
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Transmutation [Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (8M)
Target: Metal equipment of one enemy creature per
two levels, within a 10-M. radius.
Duration: 7 rounds
Saving Throw: Will negates
Spell Resistance: Yes
Heat metal makes metal extremely warm, damaging the holding creature.
A creature takes fire damage if its equipment is heated. It takes full
damage if it is holding a metal weapon, using a shield and wearing metal
armor. It takes half damage if it is only carrying a shield and metal
weapon, or armor with no shield or metal weapon, or take 1/4 damage if it
is holding just a metal weapon or just a metal shield. The creature takes
minimum damage (1 point or 2 points; see the table) even if it isn't
wearing anything metal.
On the first round of the spell, the metal becomes warm and uncomfortable
to touch but deals no damage. The same effect also occurs on the last round
of the spells duration. During the second (and also the next-to-last)
round, intense heat causes pain and damage. In the third, fourth, and fifth
rounds, the metal is searing hot, causing more damage, as shown on the table
below.
Round Metal Temperature Damage
1 Warm None
2 Hot 1d4 points
3-5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
Heat metal counters and dispels chill metal.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Chill metal, but with fire damage.
Script copied from there.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
// Put in 1 to start. Works from nRound goes to 7.
// Does damage each round based on equipment.
void DoHeatEffect(int nRound, object oTarget, object oCaster, int nMetaMagic);
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_CHILL_METAL)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget;
location lTarget = GetSpellTargetLocation();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nMetaMagic = PHS_GetMetaMagicFeat();
float fDelay;
// Duration is 7 rounds always
float fDuration = RoundsToSeconds(7);
// Declare Effects
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
effect eDispel = EffectVisualEffect(VFX_IMP_DISPEL);
// Apply AOE visual
effect eImpact = EffectVisualEffect(PHS_VFX_FNF_HEAT_METAL);
PHS_ApplyLocationVFX(lTarget, eImpact);
// Get all targets in a sphere, 10M radius.
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
// Loop targets
while(GetIsObjectValid(oTarget))
{
// Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
// Check if an ally
if(GetIsFriend(oTarget))
{
// Dispels heat metal
if(PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_CHILL_METAL, oTarget, fDelay))
{
// Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAT_METAL, FALSE);
// Dispel VFX
DelayCommand(fDelay, PHS_ApplyVFX(oTarget, eDispel));
}
}
// PvP Check
else if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!PHS_TotalSpellImmunity(oTarget) &&
// Not got the spell effect too
!GetHasSpellEffect(PHS_SPELL_HEAT_METAL, oTarget))
{
// Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAT_METAL);
// Spell resistance And immunity checking.
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Will save negates
if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay))
{
DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration));
// We start on round 2, so put in 1
DelayCommand(fDelay + 6.0, DoHeatEffect(1, oTarget, oCaster, nMetaMagic));
}
}
}
// Get Next Target
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
}
// Put in 1 to start. Works from nRound goes to 7.
// Does damage each round based on equipment.
void DoHeatEffect(int nRound, object oTarget, object oCaster, int nMetaMagic)
{
if(GetIsObjectValid(oTarget) && GetIsObjectValid(oCaster) &&
GetHasSpellEffect(PHS_SPELL_HEAT_METAL, oTarget))
{
// Will only do damage on rounds 2 to 6.
int nCurrentRound = nRound + 1;
// Get rounds
if(nCurrentRound > 2)
{
// Get percent of damage to take. Could be 1 or 2, or all of it.
// We get 25% less per weapon slot, or 50% less per armor.
float fPercent = 0.0;
object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
// 4 or more is metal armor - chain shirt is meta, studded leather is not.
if(PHS_GetArmorType(oItem) >= 4)
{
fPercent += 0.5;
}
int nCnt;
//int INVENTORY_SLOT_RIGHTHAND = 4;
//int INVENTORY_SLOT_LEFTHAND = 5;
for(nCnt = INVENTORY_SLOT_RIGHTHAND; nCnt <= INVENTORY_SLOT_LEFTHAND; nCnt++)
{
// Check hand weapons
oItem = GetItemInSlot(nCnt, oTarget);
// Need a shield (any) or it to be a metal weapon.
if(PHS_GetIsMetalWeapon(oItem) ||
PHS_GetIsShield(oItem))
{
fPercent += 0.25;
}
}
// We time damage by fPercent, noting that if fPercent is 0, we
// just do minimum damage
int nDam, nDice;
// Get possible damage.
if(nCurrentRound == 2 || nCurrentRound == 6)
{
nDice = 1;
}
else
{
nDice = 2;
}
// Check percent of damage
if(fPercent != 0.0)
{
nDam = FloatToInt(IntToFloat(PHS_MaximizeOrEmpower(4, 1, nMetaMagic)) * fPercent);
}
else
{
nDam = nDice;
}
// Do damage, if any
if(nDam <= nDice)// Should never be true
{
nDam = nDice;
}
// Do damage and VFX
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE);
}
// If we are at 5 or less (if we are at 6, when it next fires, it'll be round 7!)
if(nCurrentRound <= 5)
{
DelayCommand(6.0, DoHeatEffect(nCurrentRound, oTarget, oCaster, nMetaMagic));
}
}
}