//:://///////////////////////////////////////////// //:: Inferno //:: x0_s0_inferno.nss //:: Copyright (c) 2000 Bioware Corp. //::////////////////////////////////////////////// /* Does 2d6 fire per round Duration: 1 round per level */ //::////////////////////////////////////////////// //:: Created By: Aidan Scanlan //:: Created On: 01/09/01 //::////////////////////////////////////////////// //:: Rewritten: Georg Zoeller, 2003-Oct-19 //:: - VFX update //:: - Spell no longer stacks with itself //:: - Spell can now be dispelled //:: - Spell is now much less cpu expensive #include "ke_spell_factor" #include "X0_I0_SPELLS" #include "x2_inc_spellhook" //#include "x2_i0_spells" #include "prc_inc_spells" void RunImpact(object oTarget, object oCaster, int nMetamagic); void main() { object oTarget = GetSpellTargetObject(); //-------------------------------------------------------------------------- // Spellcast Hook Code // Added 2003-06-20 by Georg // If you want to make changes to all spells, check x2_inc_spellhook.nss to // find out more //-------------------------------------------------------------------------- if (!X2PreSpellCastCode()) { return; } // End of Spell Cast Hook //-------------------------------------------------------------------------- // This spell no longer stacks. If there is one of that type, thats ok //-------------------------------------------------------------------------- if (GetHasSpellEffect(GetSpellId(),oTarget) || GetHasSpellEffect(SPELL_COMBUST,oTarget)) { FloatingTextStrRefOnCreature(100775,OBJECT_SELF,FALSE); return; } //-------------------------------------------------------------------------- // Calculate the duration //-------------------------------------------------------------------------- int nMetaMagic = GetMetaMagicFeat(); int nDuration = GetCasterLevel(OBJECT_SELF)/3; if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration * 2; } if (nDuration < 10) { nDuration = 10; } //-------------------------------------------------------------------------- // Flamethrower VFX, thanks to Alex //-------------------------------------------------------------------------- effect eRay = EffectBeam(444,OBJECT_SELF,BODY_NODE_CHEST); effect eDur = EffectVisualEffect(498); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId())); float fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/13; if(!MyResistSpell(OBJECT_SELF, oTarget)) { //---------------------------------------------------------------------- // Engulf the target in flame //---------------------------------------------------------------------- ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 3.0f); //---------------------------------------------------------------------- // Apply the VFX that is used to track the spells duration //---------------------------------------------------------------------- DelayCommand(fDelay,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eDur,oTarget,RoundsToSeconds(nDuration))); object oSelf = OBJECT_SELF; // because OBJECT_SELF is a function DelayCommand(fDelay+0.1f,RunImpact(oTarget, oSelf,nMetaMagic)); } else { //---------------------------------------------------------------------- // Indicate Failure //---------------------------------------------------------------------- ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 2.0f); effect eSmoke = EffectVisualEffect(VFX_IMP_REFLEX_SAVE_THROW_USE); DelayCommand(fDelay+0.3f,ApplyEffectToObject(DURATION_TYPE_INSTANT,eSmoke,oTarget)); } } void RunImpact(object oTarget, object oCaster, int nMetaMagic) { //-------------------------------------------------------------------------- // Check if the spell has expired (check also removes effects) //-------------------------------------------------------------------------- if (GZGetDelayedSpellEffectsExpired(446,oTarget,oCaster)) { return; } if (GetIsDead(oTarget) == FALSE) { //---------------------------------------------------------------------- // Calculate Damage //---------------------------------------------------------------------- int nDamage = MaximizeOrEmpower(6,10,nMetaMagic)+50; //starting the grand circus of importing and converting back and forth // float fDamage = IntToFloat(nDamage); // multiplaying damage with fFactor // float fFactor = CalculateFactor(); fDamage = fDamage * fFactor; // converting the float damage back to INT damage so we can use it again // int nDamage2 = FloatToInt(fDamage); // Done and remember to change nDamage with nDamage2 below :) // effect eDam = EffectDamage(nDamage2, DAMAGE_TYPE_FIRE); effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); eDam = EffectLinkEffects(eVis,eDam); // flare up ApplyEffectToObject (DURATION_TYPE_INSTANT,eDam,oTarget); DelayCommand(6.0f,RunImpact(oTarget,oCaster,nMetaMagic)); } }