/*::////////////////////////////////////////////// //:: Spell Name Val Flare //:: Spell FileName SMP_S_ValFlare //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Evocation Level: Sor/Wiz 5 Components: V, S, Casting Time: 1 standard action Range: Medium (20M) Area: See text Duration: Instantaneous Saving Throw: Reflex Partial/Reflex Half Spell Resistance: Yes Source: Various (UnholyDragoon) This spell combines the effects of Flare Arrow with that of Fireball to produce a targeted burst for lethal amounts of fire damage. Upon completion of the spell, an arrow of fire appears. This arrow will fly towards a target, possibly hitting them full on. The caster makes a ranged touch attack. On a succesful hit, the target takes 5d6 points of fire damage. If the arrow misses, the target recieves no target damage. The arrow then balloons out in a 8.88M radius (25-ft) burst, dealing 1d6 points of fire damage/caster level (to a maximum of 15d6). The target cannot reduce the initial fiery arrow damage, but is allowed a reflex save for half of the burst effect. Everyone else in the area of effect gets a reflex save for half as normal. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Cool fireball/flare arrow combo. We can do this using Biowares fire arrow visual. Make the saves instantly, and the area is much larger (8.33M) Oh, and the target only makes one SR check. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "SMP_INC_SPELLS" void main() { // Spell Hook Check. if(!SMP_SpellHookCheck(SMP_SPELL_VAL_FLARE)) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget; object oOriginalTarget = GetSpellTargetObject(); location lTarget = GetLocation(oOriginalTarget);// I would normally use GetSpellTargetLocation() int nCasterLevel = SMP_GetCasterLevel(); int nSpellSaveDC = SMP_GetSpellSaveDC(); int nMetaMagic = SMP_GetMetaMagicFeat(); int nTargetResist;// Only check the SR of oOriginalTarget, once. int nDam; float fDelay, fInitialDelay, fDist; // Limit dice to 15d6 int nDice = SMP_LimitInteger(nCasterLevel, 15); // Declare Effects effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); effect eArrow = EffectVisualEffect(VFX_IMP_MIRV_FLAME); // We do the flame arrow first SMP_ApplyVFX(oOriginalTarget, eVis); // Get initial delay fDist = GetDistanceBetween(oCaster, oOriginalTarget); fInitialDelay = fDist/(3.0 * log(fDist) + 2.0);// Bioware caculation // See if we hit if(SMP_SpellTouchAttack(SMP_TOUCH_RANGED, oOriginalTarget)) { // PvP Check if(!GetIsReactionTypeFriendly(oOriginalTarget, oCaster) && // Make sure they are not immune to spells !SMP_TotalSpellImmunity(oOriginalTarget)) { // Spell resistance And immunity checking. nTargetResist = SMP_SpellResistanceCheck(oCaster, oOriginalTarget, fDelay); if(!nTargetResist) { // Note: No signal event. The AOE always happens, so it will do one // if appropriate. // 5d6 damage, as we hit. nDam = SMP_MaximizeOrEmpower(6, 5, nMetaMagic); // Apply the damage after X time. DelayCommand(fInitialDelay, SMP_ApplyDamageVFXToObject(oOriginalTarget, eVis, nDam, DAMAGE_TYPE_FIRE)); } } } // Apply AOE location explosion, after the delay effect eImpact = EffectVisualEffect(VFX_FNF_FIREBALL); DelayCommand(fInitialDelay, SMP_ApplyLocationVFX(lTarget, eImpact)); // Get all targets in a sphere, 8.33M radius, all creatures, placeables amd doors. oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 8.33, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); // Loop targets while(GetIsObjectValid(oTarget)) { // PvP Check if(!GetIsReactionTypeFriendly(oTarget, oCaster) && // Make sure they are not immune to spells !SMP_TotalSpellImmunity(oTarget)) { //Fire cast spell at event for the specified target SMP_SignalSpellCastAt(oTarget, SMP_SPELL_FIREBALL); //Get the distance between the explosion and the target to calculate delay fDelay = fInitialDelay + GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20; // Only check SR once for the original target, if any. if((oTarget == oOriginalTarget && !nTargetResist) || oTarget != oOriginalTarget) { // Spell resistance And immunity checking. if(!SMP_SpellResistanceCheck(oCaster, oTarget, fDelay)) { // Roll damage for each target nDam = SMP_MaximizeOrEmpower(6, nDice, nMetaMagic); // Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. nDam = SMP_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay); // Need to do damage to apply visuals if(nDam > 0) { // Apply effects to the currently selected target. DelayCommand(fDelay, SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE)); } } } } // Get Next Target oTarget = GetNextObjectInShape(SHAPE_SPHERE, 8.33, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); } }