PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_incncloudc.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 Incendiary Cloud: On Heartbeat
//:: Spell FileName PHS_S_IncnCloudC
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As the spell says. No moving fog though!
Damage is done On Heartbeat, consealment effects (Which do not stack anyway)
are On Enter, On Exit.
On Heartbeat:
Deals 4d6 fire damage (Reflex save negates, no SR) to things in the cloud.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Check AOE
if(!PHS_CheckAOECreator()) return;
// Declare major variables
object oTarget;
object oCaster = GetAreaOfEffectCreator();
int nMetaMagic = PHS_GetAOEMetaMagic();
int nSpellSaveDC = PHS_GetAOESpellSaveDC();
int nDamage;
float fDelay;
// Declare effects
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
// Start cycling through the AOE Object for viable targets
oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
while(GetIsObjectValid(oTarget))
{
// PvP check
if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
// Make sure they are not immune to spells
!PHS_TotalSpellImmunity(oTarget))
{
// Fire cast spell at event for the affected target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_INCENDIARY_CLOUD);
// Get a small delay
fDelay = PHS_GetRandomDelay(0.1, 3.0);
// Get damage. 4d6
nDamage = PHS_MaximizeOrEmpower(6, 4, nMetaMagic);
// Adjust damage due to reflex saves.
nDamage = PHS_GetAdjustedDamage(SAVING_THROW_REFLEX, nDamage, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
// Apply damage and visuals
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_FIRE));
}
//Get next target.
oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_DOOR);
}
}