131 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Fireball
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| //:: NW_S0_Fireball
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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| // A fireball is a burst of flame that detonates with
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| // a low roar and inflicts 1d6 points of damage per
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| // caster level (maximum of 10d6) to all creatures
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| // within the area. Unattended objects also take
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| // damage. The explosion creates almost no pressure.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Noel Borstad
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| //:: Created On: Oct 18 , 2000
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| //:://////////////////////////////////////////////
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| //:: Last Updated By: Preston Watamaniuk, On: April 6, 2001
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| //:: Last Updated By: AidanScanlan, On: April 11, 2001
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| //:: Last Updated By: Preston Watamaniuk, On: May 25, 2001
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| 
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| #include "ke_spell_factor"
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| 
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| #include "X0_I0_SPELLS"
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| #include "x2_inc_spellhook"
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| 
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| void main()
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| {
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| 
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| /*
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|   Spellcast Hook Code
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|   Added 2003-06-20 by Georg
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|   If you want to make changes to all spells,
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|   check x2_inc_spellhook.nss to find out more
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| 
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| */
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| 
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|     if (!X2PreSpellCastCode())
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|     {
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|     // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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|         return;
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|     }
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| 
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| // End of Spell Cast Hook
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| 
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| 
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|     //Declare major variables
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|     object oCaster = OBJECT_SELF;
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|     int nCasterLvl = GetCasterLevel(oCaster);
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|     int nMetaMagic = GetMetaMagicFeat();
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|     int nDamage;
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|     float fDelay;
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|     effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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|     effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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|     effect eDam;
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|     //Get the spell target location as opposed to the spell target.
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|     location lTarget = GetSpellTargetLocation();
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|     //Limit Caster level for the purposes of damage
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|     if (nCasterLvl > 40)
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|     {
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|         nCasterLvl = 40;
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|     }
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| 
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|   // changed by tarashon...
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| 
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| 
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|     //Apply the fireball explosion at the location captured above.
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|     ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
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|     //Declare the spell shape, size and the location.  Capture the first target object in the shape.
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|     object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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|     //Cycle through the targets within the spell shape until an invalid object is captured.
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|     while (GetIsObjectValid(oTarget))
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|     {
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|         if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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|         {
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|             if((GetSpellId() == 341) || GetSpellId() == 58)
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|             {
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|                 //Fire cast spell at event for the specified target
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|                 SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
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|                 //Get the distance between the explosion and the target to calculate delay
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|                 fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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|                 if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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|                 {
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|                     //Roll damage for each target
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|                     nDamage = d6(nCasterLvl)+30;
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|                     //Resolve metamagic
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|                     if (nMetaMagic == METAMAGIC_MAXIMIZE)
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|                     {
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|                         nDamage = (6 * nCasterLvl)+30;
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|                     }
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|                     else if (nMetaMagic == METAMAGIC_EMPOWER)
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|                     {
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|                        nDamage = nDamage + nDamage / 2;
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|                     }
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|                     //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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|                     nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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| 
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|                     //starting the grand circus of importing and converting back and forth //
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| 
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|                 float fDamage = IntToFloat(nDamage);
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| 
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|                 // multiplaying damage with fFactor //
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| 
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|                 float fFactor = CalculateFactor();
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| 
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|                 fDamage = fDamage * fFactor;
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| 
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|                 // converting the float damage back to INT damage so we can use it again //
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| 
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|                 int nDamage2 = FloatToInt(fDamage);
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| 
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|                // Done and remember to change nDamage with nDamage2 below :) //
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| 
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|                     //Set the damage effect
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|                     eDam = EffectDamage(nDamage2, DAMAGE_TYPE_FIRE);
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|                     if(nDamage > 0)
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|                     {
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|                         // Apply effects to the currently selected target.
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|                         DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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|                         //This visual effect is applied to the target object not the location as above.  This visual effect
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|                         //represents the flame that erupts on the target not on the ground.
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|                         DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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|                     }
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|                  }
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|              }
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|         }
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|        //Select the next target within the spell shape.
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|        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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|     }
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| }
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| 
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