#include "prc_inc_spells" void main() { int VFX_EFFECT = VFX_DUR_PARALYZED; //Which VFX to use string eVis; int nDamage; int nToofar; nDamage = 0; float HOWFAR = 20.0; object oPlayer = GetFirstPC(); while (oPlayer != OBJECT_INVALID) { if (oPlayer != OBJECT_INVALID) { float fDist = GetDistanceToObject(oPlayer); if (fDist 0.0) { location lTarget = GetLocation(oPlayer); effect eVis = EffectVisualEffect(VFX_EFFECT); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF , 7.); //ActionCastSpellAtObject(SPELL_METEOR_SWARM,oPlayer,METAMAGIC_ANY,TRUE,15,PROJECTILE_PATH_TYPE_DEFAULT,TRUE); //ActionCastFakeSpellAtLocation(SPELL_FLAME_STRIKE,lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIRESTORM), lTarget); ActionDoCommand( PlaySound("mummy_laugh1") ); // eVisualImpact = EffectVisualEffect(VFX_COM_HIT_FIRE); // ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisualImpact, oTarget); // damage int iDC = 25; //Difficulty check(reflex save for half damage) int iDice = 1; //Number of Damage Dice to roll //effect eDam; nDamage = d6(iDice); //size of damage dice rolled 1d6 nDamage = PRCGetReflexAdjustedDamage(nDamage, oPlayer, iDC, SAVING_THROW_TYPE_FIRE); //eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); if((nDamage > 0) && (oPlayer != OBJECT_INVALID)) { DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(nDamage,DAMAGE_TYPE_FIRE),oPlayer)); //end damage nDamage = 0; } } } } oPlayer = GetNextPC(); } }