PRC8/nwn/nwnprc/trunk/newspellbook/tob_dw_frsnk.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*
----------------
Firesnake
tob_dw_frsnk.nss
----------------
19/08/07 by Stratovarius
*/ /** @file
Firesnake
Desert Wind (Strike) [Fire]
Level: Swordsage 4
Prerequisite: Two Desert Wind Maneuvers
Initiation Action: 1 Standard Action
Range: 60ft.
Area: Line
Duration: Instantaneous
Saving Throw: Reflex half
You drive your weapon into the ground, causing a gout of fire to jet into the air.
The fire flows back to the ground and creeps ahead like a serpent, sweeping over
your enemies and roasting them where they stand.
You create a line of fire that does 6d6 damage.
This is a supernatural maneuver.
*/
#include "tob_inc_move"
#include "tob_movehook"
////#include "prc_alterations"
void main()
{
if (!PreManeuverCastCode())
{
// If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oInitiator = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
if(move.bCanManeuver)
{
location lTarget = PRCGetSpellTargetLocation();
float fLength = FeetToMeters(60.0);
vector vOrigin = GetPosition(oInitiator);
int nDC = 14 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
// Loop over targets in the line shape
oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oInitiator &&
spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oInitiator)
)
{
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, move.nMoveId, oInitiator);
// Roll damage
int nDamage = d6(6);
if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
// Adjust damage according to Reflex Save, Evasion or Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
if(nDamage > 0)
{
float fDelay = GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget) / 20.0f;
effect eDamage = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}// end if - There was still damage remaining to be dealt after adjustments
}// end if - Target validity check
// Get next target
oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
}// end while - Target loop
// Do some VFX
DelayCommand(0.5f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oInitiator, 0.55));
DrawLineFromVectorToVector(DURATION_TYPE_INSTANT, VFX_IMP_SPELLF_FLAME, GetArea(oInitiator), GetPosition(oInitiator), GetPositionFromLocation(lTarget), 0.0,
FloatToInt(GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget)), // One VFX every meter
0.5
);
}
}