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.
64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Incendiary Cloud: On Heartbeat
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//:: Spell FileName PHS_S_IncnCloudC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell says. No moving fog though!
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Damage is done On Heartbeat, consealment effects (Which do not stack anyway)
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are On Enter, On Exit.
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On Heartbeat:
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Deals 4d6 fire damage (Reflex save negates, no SR) to things in the cloud.
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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
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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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int nMetaMagic = PHS_GetAOEMetaMagic();
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int nSpellSaveDC = PHS_GetAOESpellSaveDC();
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int nDamage;
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float fDelay;
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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// Start cycling through the AOE Object for viable targets
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oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
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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 affected target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_INCENDIARY_CLOUD);
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// Get a small delay
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fDelay = PHS_GetRandomDelay(0.1, 3.0);
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// Get damage. 4d6
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nDamage = PHS_MaximizeOrEmpower(6, 4, nMetaMagic);
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// Adjust damage due to reflex saves.
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nDamage = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDamage, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
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// Apply damage and visuals
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_FIRE));
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}
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//Get next target.
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
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}
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}
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