//:://///////////////////////////////////////////// //:: Song of Cosmic Fire //:: prc_sch_cosmfire.nss //::////////////////////////////////////////////// /* // A 10th-level Sublime Chord with 20 or more ranks // in the Perform skill learns the Song of Cosmic Fire. // Using this ability costs a Sublime Chord two of her // daily uses of Bardic Music. The Song of Cosmic Fire // creates a 20-foot-radius spread of fire anywhere // within 100 feet of the Sublime Chord (provided she // has line of effect to the fire's point of origin). // Creatures in the area take damage equal to the // Sublime Chord's Perform check result. All affected // creatures are entitled to a Reflex save (DC10 + // Sublime Chord level + Cha modifier) for half damage. */ //::////////////////////////////////////////////// //:: Created By: xwarren //:: Created On: Dec 8, 2009 //::////////////////////////////////////////////// #include "prc_inc_spells" void main() { object oCaster = OBJECT_SELF; if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF)) { FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced return; } else if(GetSkillRank(SKILL_PERFORM, oCaster) < 20) { FloatingTextStringOnCreature("You need 20 or more ranks in perform skill.", oCaster, FALSE); return; } else if (!GetHasFeat(FEAT_BARD_SONGS, oCaster)) { //SpeakStringByStrRef(40550); FloatingTextStringOnCreature("No Bard Song uses!", oCaster, FALSE); return; } else { DecrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS); if (!GetHasFeat(FEAT_BARD_SONGS, oCaster)) { //SpeakStringByStrRef(40550); FloatingTextStringOnCreature("No Bard Song uses!", oCaster, FALSE); IncrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS); } else { DecrementRemainingFeatUses(oCaster, FEAT_BARD_SONGS); //Declare major variables int nCasterLvl = GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oCaster); int nDamage = d20(1) + GetSkillRank(SKILL_PERFORM, oCaster); int nDC = 10 + nCasterLvl + GetAbilityModifier(ABILITY_CHARISMA, oCaster); 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 = 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 = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, 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 (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId())); //Get the distance between the explosion and the target to calculate delay fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); if(nDamage > 0) { //Set the damage effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE); // Apply effects to the currently selected target. DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); PRCBonusDamage(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 = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); } } } }