PRC8/nwn/nwnprc/trunk/smp/phs_s_firestorm.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 Fire Storm
//:: Spell FileName PHS_S_FireStorm
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Evocation [Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 round
Range: Medium (20M)
Area: 3M (per 4 levels) /side cube, to a maximum of a 15M/side cube area.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When a fire storm spell is cast, the whole area is shot through with sheets
of roaring flame, the area expanding as levels increase. Any creature within
the area takes 1d6 points of fire damage per caster level (maximum 20d6).
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Expands in a cube.
It is a level 7 spell minimum - therefore, the lowest level it can be got is
(7 + 1) = 8, * 2 = 14.
As it is 3M per 4 levels, they must always have an area of 9M cubed. So
need 9M (at level 12), 12M (level 16), 15M (level 20) cube AOE's.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_FIRE_STORM)) return;
// Declare major variables
object oCaster = OBJECT_SELF;
object oTarget;
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nMetaMagic = PHS_GetMetaMagicFeat();
int nDam, nVFX;
float fDelay, fSideLength;
// Limit dice to 20d6
int nDice = PHS_LimitInteger(nCasterLevel, 20);
// Size based on nCasterLevel
if(nCasterLevel >= 20)
{
// 15M cubed
fSideLength = 15.0;
nVFX = PHS_VFX_FNF_FIRESTORM_15;
}
else if(nCasterLevel >= 16)
{
// 12M cubed
fSideLength = 12.0;
nVFX = PHS_VFX_FNF_FIRESTORM_12;
}
else // if(nCasterLevel >= 20)
{
// 9M cubed
fSideLength = 9.0;
nVFX = PHS_VFX_FNF_FIRESTORM_09;
}
// Note:
// nShape == SHAPE_CUBE, this is half the length of one of the sides of
// the cube
// Half length = half of fSideLength
fSideLength /= 2;
// Declare Effects
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
// Apply AOE visual
effect eImpact = EffectVisualEffect(nVFX);
PHS_ApplyLocationVFX(lTarget, eImpact);
// Get all targets in a cube, objects creatures, etc. Use fSideLength.
oTarget = GetFirstObjectInShape(SHAPE_CUBE, fSideLength, 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
!PHS_TotalSpellImmunity(oTarget))
{
//Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FIRE_STORM);
// Get a random delay as the VFX affects everywhere at once.
fDelay = PHS_GetRandomDelay(0.1, 0.5);
// Spell resistance And immunity checking.
if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
{
// Roll damage for each target (Max of 20d6)
nDam = PHS_MaximizeOrEmpower(6, nDice, nMetaMagic);
// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDam = PHS_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, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
}
}
}
// Get Next Target
oTarget = GetNextObjectInShape(SHAPE_CUBE, fSideLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}