/* ---------------- Rising Phoenix, Feat strike tob_dw_rsngphnx.nss ---------------- 01/11/07 by Stratovarius */ /** @file Rising Phoenix Desert Wind (Stance) [Fire] Level: Swordsage 8 Prerequisite: Three Desert Wind maneuvers Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance Hot winds swirl about your feet, lifting you skyward as flames begin to flick below. You gain freedom of movement. If you make a full attack, the column of air becomes superheated, dealing 3d6 points of fire damage to creatures adjacent to your square. You are not harmed by this effect. (Use the feat added). This is a supernatural maneuver. */ #include "tob_inc_tobfunc" #include "tob_movehook" void main() { object oInitiator = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); if(GetHasSpellEffect(MOVE_DW_RISING_PHOENIX, oInitiator)) { effect eNone; DelayCommand(0.0, PerformAttackRound(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, FALSE, "Rising Phoenix Hit", "Rising Phoenix Miss")); // AoE fire damage int nDamage; float fDelay; effect eExplode = EffectVisualEffect(807); effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); effect eDam; //Get the spell target location as opposed to the spell target. location lTarget = PRCGetSpellTargetLocation(); //Apply the fireball explosion at the location captured above. ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget); //Declare the spell shape, size and the location. Capture the first target object in the shape. object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); //Cycle through the targets within the spell shape until an invalid object is captured. while (GetIsObjectValid(oTarget)) { if (oTarget != oInitiator) { //Get the distance between the explosion and the target to calculate delay fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; eDam = EffectDamage(d6(3), DAMAGE_TYPE_FIRE); // 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, FeetToMeters(10.0), lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); } } }