AOC_PRC8/_module/nss/balordeth1.nss
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//::///////////////////////////////////////////////
//:: Balor On Death
//:: NW_S3_BALORDETH
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Fireball explosion does 50 damage to all within
20ft
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 9, 2002
//::////////////////////////////////////Shiva / Kamaji [Deathmatch]
#include "loot"
#include "prc_inc_spells"
#include "prc_add_spell_dc"
#include "spawner"
#include "rank"
void main()
{
object oPC = GetLastKiller();
object oMod = GetModule();
SetLocalInt(oMod, "sw_bm", 0);
SetLocalInt(oMod, "ch_bm", 0);
SetLocalInt(oMod, "gr_xx", 0);
int oKil = GetLocalInt(oPC, "iKilled");
oKil = oKil +1;
SetLocalInt(oPC, "iKilled", oKil);
int oExploit = GetLocalInt(oMod, "xcheck");
if (oExploit!=1)
{
LastHit();
if (GetLocalInt(oMod, "hwar_on")==1)
{
DelayCommand(3.0, HolyScore(OBJECT_SELF));
}
AssignCommand(oPC, ClearAllActions());
DelayCommand(1.5, AssignCommand(oPC, ActionPlayAnimation
(ANIMATION_FIREFORGET_VICTORY2)));
FloatingTextStringOnCreature("Victory", oPC);
SetLocalInt(oPC, "marilithdead", 1);
GetRank(oPC);
DeathStats(oPC);
if (GetLocalInt(oMod, "hwar_on")!=1)
{
TombSpawn(OBJECT_SELF, oPC);
CreateGold(OBJECT_SELF, 10000);
}
}
int sw1 = GetLocalInt(oMod, "sw_hw");
int sw2 = GetLocalInt(oMod, "sw_dr");
int sw3 = GetLocalInt(oMod, "sw_bl");
int sw4 = GetLocalInt(oMod, "sw_pf");
int sw5 = GetLocalInt(oMod, "sw_df");
int sw6 = GetLocalInt(oMod, "sw_pm");
int sw7 = GetLocalInt(oMod, "sw_bm");
int sw8 = GetLocalInt(oMod, "sw_lm");
int sw9 = GetLocalInt(oMod, "sw_ll");
if ((sw1==0)&&(sw2==0)&&(sw3==0)&&(sw4==0)&&(sw5==0)&&(sw6==0)
&&(sw7==0)&&(sw8==0)&&(sw9==0)&&(GetLocalInt(oMod, "hwar_on")!=1))
{
SetLocked(GetObjectByTag("arena_gate"), FALSE);
}
//Declare major variables
object oCaster = OBJECT_SELF;
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
//Limit Caster level for the purposes of damage
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(50, oTarget, PRCGetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
}
}