Initial commit. Updated release archive.
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59
_module/nss/murderholefire.nss
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59
_module/nss/murderholefire.nss
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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void Explode(location lTarget, int nDice)
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{
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effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
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int nDamage;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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float fDelay;
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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_LARGE, 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 (oTarget != OBJECT_SELF)
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{
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
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{
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//Roll damage for each target
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nDamage = d20(nDice);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, 18, SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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fDelay = GetDistanceBetweenLocations(lTarget,GetLocation(oTarget))/20;
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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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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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void main()
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{
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effect eAOE = EffectAreaOfEffect(AOE_PER_GREASE,"mholeenter","mholehb","mholeexit");
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object oPC = GetEnteringObject();
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location lTarget = GetLocation(oPC);
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if (!GetIsReactionTypeFriendly(oPC))
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{
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float nDuration = 2.0;
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_GREASE);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, nDuration);
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FloatingTextStringOnCreature("Oil is sprayed from above.",oPC);
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}
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DelayCommand(0.5,Explode(lTarget,4));
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}
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