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Anphillia_PRC8/_module/nss/plc_detbarrdeath.nss
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
2024-01-04 07:49:38 -05:00

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#include "prc_inc_spells"
void main()
{
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
location lTarget = GetLocation(OBJECT_SELF);
float fRadius = GetLocalFloat(OBJECT_SELF, "DAMAGE_RADIUS");
int nDice = GetLocalInt(OBJECT_SELF, "DAMAGE_DICE");
int nRoll = GetLocalInt(OBJECT_SELF, "DAMAGE_ROLL");
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget,
TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget) || oTarget == OBJECT_SELF)
{
// Get the distance between the explosion and the target to calculate delay
float fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
int nDamage = 0;
int i;
for(i = 0; i < nDice; ++i)
{
nDamage += Random(nRoll - 1) + 1;
}
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE,
OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}