Further file organization
Further file organization
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53
nwn/nwnprc/trunk/scripts/prc_blight_fire.nss
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53
nwn/nwnprc/trunk/scripts/prc_blight_fire.nss
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//::///////////////////////////////////////////////
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/*
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5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter<65>s class level + blighter<65>s Wis modifier)
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: Jan 20, 2019
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nDC = GetLevelByClass(CLASS_TYPE_BLIGHTER, oCaster) + 10 + GetAbilityModifier(ABILITY_WISDOM, oCaster);
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(807);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam;
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//Get the spell target location as opposed to the spell target.
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location lTarget = PRCGetSpellTargetLocation();
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//Apply the fireball explosion at the location captured above.
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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, FeetToMeters(10.0), 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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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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//Roll damage for each target
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nDamage = d6(5);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, 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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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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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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