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