Initial upload.
Adding base PRC 4.19a files to repository.
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98
trunk/spells/nw_s0_firestrm.nss
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98
trunk/spells/nw_s0_firestrm.nss
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//::///////////////////////////////////////////////
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//:: Fire Storm
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//:: NW_S0_FireStm
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates a zone of destruction around the caster
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within which all living creatures are pummeled
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with fire.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: April 11, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 21, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_EVOCATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = GetLocation(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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int nDamage2;
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_FIRE);
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int nCasterLevel = CasterLvl;
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if(nCasterLevel > 20)
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{
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nCasterLevel = 20; //bugfix, was == 20
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}
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eFireStorm = EffectVisualEffect(VFX_FNF_FIRESTORM);
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float fDelay;
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CasterLvl +=SPGetPenetr();
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//Apply Fire and Forget Visual in the area;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFireStorm, 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 = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, 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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//This spell smites everyone who is more than 2 meters away from the caster.
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//if (GetDistanceBetween(oTarget, OBJECT_SELF) > 2.0)
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//{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF) && oTarget != OBJECT_SELF)
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{
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fDelay = PRCGetRandomDelay(1.5, 2.5);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIRE_STORM));
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//Make SR check, and appropriate saving throw(s).
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
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{
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//Roll Damage
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nDamage = d6(nCasterLevel);
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//Enter Metamagic conditions
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 6 * nCasterLevel;//Damage is at max
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if(nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2);//Damage/Healing is +50%
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Save versus both holy and fire damage
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nDamage += SpellDamagePerDice(OBJECT_SELF, nCasterLevel);
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nDamage2 = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, (nDC), SAVING_THROW_TYPE_DIVINE);
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nDamage = PRCGetReflexAdjustedDamage(nDamage/2, oTarget, (nDC), SAVING_THROW_TYPE_FIRE);
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if(nDamage)
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{
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// Apply effects to the currently selected target. For this spell we have used
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//both Divine and Fire damage.
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effect eDivine = PRCEffectDamage(oTarget, nDamage2, DAMAGE_TYPE_DIVINE);
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effect eFire = PRCEffectDamage(oTarget, nDamage, EleDmg);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDivine, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(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 = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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PRCSetSchool();
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}
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