PRC8/nwn/nwnprc/trunk/smp/phs_s_delayedbf.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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/*:://////////////////////////////////////////////
//:: Spell Name Delayed Blast Fireball
//:: Spell FileName PHS_S_DelayedBF
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (40M)
Area: 6.67-M.-radius spread
Duration: 5 rounds or less; see text
Saving Throw: Reflex half
Spell Resistance: Yes
This spell functions like fireball, except that it is more powerful and can
detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6
points of fire damage per caster level (maximum 20d6). Unattended objects
also take this damage. The explosion creates almost no pressure.
The glowing bead created by delayed blast fireball can detonate immediately
if you desire, or you can choose to delay the burst for as many as 5 rounds.
You select the amount of delay in the spell menu, and that time cannot change
once it has been set unless comes near the bead. If you choose a delay, the
glowing bead sits at its destination until it detonates, or until a creature
passes nearby the spot. Either at the end of its duration, or when someone
enters by, it will explode.
Material Component: A tiny ball of bat guano and sulfur.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Uses the Bioware AOE.
This, if moved nearby to, will auto-explode.
The caster can of course choose the duration - be it 1 heartbeat (or instant)
to 5 heartbeats (or 5 rounds).
The heartbeat script and OnEnter scripts do the stuff.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check
if(!PHS_SpellHookCheck(PHS_SPELL_DELAYED_BLAST_FIREBALL)) return;
// Declare major variables
location lTarget = GetSpellTargetLocation();
// We let it run for 7 or 8 heartbeats. A counter does the real stuff, this is
// just backup to let it runout if nessissary.
float fDuration = RoundsToSeconds(7);
// Note: The caster (OBJECT_SELF here, and GetAreaOfEffectCreator() in the
// AOE scripts, is the person with the integer for "rounds until blow day".
// Note 2: The heartbeat ALWAYS does the blowing. The On Enter mearly
// sets a local to say "blow next time".
// Declare effects
effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_DELAYED_FIREBALL);
// Apply effects
PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
}