//::////////////////////////////////////////////// //:: FileName: "aoe_rainfire_ent" /* Purpose: AoE Rain of Fire spell's OnEnter script. */ //::////////////////////////////////////////////// //:: Created By: Boneshank //:: Last Updated On: March 12, 2004 //::////////////////////////////////////////////// #include "prc_alterations" #include "inc_epicspells" #include "prc_add_spell_dc" void main() { object oTarget = GetEnteringObject(); object oCaster = GetAreaOfEffectCreator(); int nDC = GetEpicSpellSaveDC(oCaster, oTarget, SPELL_EPIC_RAINFIR); SetAllAoEInts(4054, OBJECT_SELF, PRCGetSaveDC(oTarget, oCaster)); int nDamage; effect eDam; effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); float fDelay; if (oTarget != oCaster && !GetIsDM(oTarget)) { SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_INCENDIARY_CLOUD) ); if(!PRCDoResistSpell(oCaster, oTarget, GetTotalCastingLevel(oCaster)+SPGetPenetr(oCaster), fDelay)) { fDelay = PRCGetRandomDelay(0.5, 2.0); nDamage = d6(1); eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay)) { DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); } } } }