NWNDS/nwnds_module/floater_ondamage.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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//::///////////////////////////////////////////////
//:: Name floater_onDamage
//:: Copyright (c) 2021 NWN Dark Sun
//:://////////////////////////////////////////////
/*
Floater's OnDamaged script
*/
//:://////////////////////////////////////////////
//:: Created By: Jaysyn
//:: Created On: May 28th 2021
//:://////////////////////////////////////////////
#include "nw_i0_spells"
//#include "x2_inc_spellhook"
#include "x2_inc_switches"
void main()
{
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nDamage;
int nRnd = d8(1);
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetLocation(OBJECT_SELF);
object oDamager = GetLastDamager();
int nDC = 10 + GetDamageDealtByType(DAMAGE_TYPE_FIRE);
//--------------------------------------------------------------------------
// Detect fire damage -> Roll Fort save -> Explode on fail.
//--------------------------------------------------------------------------
if(GetDamageDealtByType(DAMAGE_TYPE_FIRE) >= 1)
{
if(!MySavingThrow(SAVING_THROW_FORT, oCaster, nDC, SAVING_THROW_TYPE_FIRE, oDamager, 0.0f ))
{
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
//Fire cast spell at event for the specified target
//SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nRnd, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
effect eDeath;
eDeath = EffectDeath();
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDeath, oCaster);
}
}
}
//--------------------------------------------------------------------------
// Execute default AI code
//--------------------------------------------------------------------------
ExecuteScript("prc_npc_damaged", OBJECT_SELF);
ExecuteScript("loc_ondamaged", OBJECT_SELF);
}