PRC8/nwn/nwnprc/trunk/newspellbook/tob_dw_ringfire.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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/*
----------------
Ring of Fire
tob_dw_ringfire.nss
----------------
04/06/07 by Stratovarius
*/ /** @file
Ring of Fire
Desert Wind (Strike) [Fire]
Level: Swordsage 6
Prerequisite: Two Desert Wind maneuvers
Initiation Action: 1 Standard Action
Range: 30ft.
Area: Burst
Duration: Instantaneous
Saving Throw: Reflex half
You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you.
You encircle a foe, and the ring of fire you leave behind bursts into an inferno that engulfs your enemy and
everything else in the area.
You create a burst of fire that does 12d6 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 = GetLocation(oInitiator);
int nDC = 16 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
//Get the first target in the radius around the caster
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oInitiator)
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
int nDamage = d6(12);
if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
//Run the damage through the various reflex save and evasion feats
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
if(nDamage > 0)
{
effect eFire = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
// Apply effects to the currently selected target.
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
}
//Get the next target in the specified area around the caster
oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}
}