Alangara_PRC8/_module/nss/nw_s3_balordeth.nss
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// HCR v3.2.0 - Execute default death script after fireball effects is complete.
//::////////////////////////////////////////////////////////////////////////////
//:: FileName: NW_S3_BALORDETH
//::////////////////////////////////////////////////////////////////////////////
/*
Fireball explosion does 50 damage to all within 20ft.
*/
//::////////////////////////////////////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 9, 2002
//::////////////////////////////////////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//::////////////////////////////////////////////////////////////////////////////
void main()
{
// Declare major variables.
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
// Apply the fireball explosion.
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
location lTarget = GetLocation(OBJECT_SELF);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
// Cycle through the targets until an invalid object is captured.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
while (GetIsObjectValid(oTarget))
{
// Fire cast spell at event for the specified target.
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
// Calculate delay based on distance between explosion and the target.
fDelay = (GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20);
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
{
// Adjust damage based on Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(50, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
if (nDamage > 0)
{
// Apply effects to the currently selected target.
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
}
// HCR 3.0 - Call default death script.
ExecuteScript("nw_c2_default7", OBJECT_SELF);
}
//::////////////////////////////////////////////////////////////////////////////