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.
147 lines
5.8 KiB
Plaintext
147 lines
5.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Val Flare
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//:: Spell FileName SMP_S_ValFlare
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation
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Level: Sor/Wiz 5
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Components: V, S,
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Casting Time: 1 standard action
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Range: Medium (20M)
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Area: See text
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Duration: Instantaneous
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Saving Throw: Reflex Partial/Reflex Half
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Spell Resistance: Yes
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Source: Various (UnholyDragoon)
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This spell combines the effects of Flare Arrow with that of Fireball to
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produce a targeted burst for lethal amounts of fire damage. Upon completion
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of the spell, an arrow of fire appears. This arrow will fly towards a target,
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possibly hitting them full on.
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The caster makes a ranged touch attack. On a succesful hit, the target takes
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5d6 points of fire damage. If the arrow misses, the target recieves no target
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damage. The arrow then balloons out in a 8.88M radius (25-ft) burst, dealing
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1d6 points of fire damage/caster level (to a maximum of 15d6). The target
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cannot reduce the initial fiery arrow damage, but is allowed a reflex save
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for half of the burst effect. Everyone else in the area of effect gets a
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reflex save for half as normal.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Cool fireball/flare arrow combo.
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We can do this using Biowares fire arrow visual.
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Make the saves instantly, and the area is much larger (8.33M)
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Oh, and the target only makes one SR check.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_VAL_FLARE)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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object oOriginalTarget = GetSpellTargetObject();
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location lTarget = GetLocation(oOriginalTarget);// I would normally use GetSpellTargetLocation()
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int nCasterLevel = SMP_GetCasterLevel();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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int nTargetResist;// Only check the SR of oOriginalTarget, once.
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int nDam;
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float fDelay, fInitialDelay, fDist;
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// Limit dice to 15d6
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int nDice = SMP_LimitInteger(nCasterLevel, 15);
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// Declare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eArrow = EffectVisualEffect(VFX_IMP_MIRV_FLAME);
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// We do the flame arrow first
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SMP_ApplyVFX(oOriginalTarget, eVis);
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// Get initial delay
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fDist = GetDistanceBetween(oCaster, oOriginalTarget);
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fInitialDelay = fDist/(3.0 * log(fDist) + 2.0);// Bioware caculation
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// See if we hit
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if(SMP_SpellTouchAttack(SMP_TOUCH_RANGED, oOriginalTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oOriginalTarget, oCaster) &&
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// Make sure they are not immune to spells
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!SMP_TotalSpellImmunity(oOriginalTarget))
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{
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// Spell resistance And immunity checking.
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nTargetResist = SMP_SpellResistanceCheck(oCaster, oOriginalTarget, fDelay);
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if(!nTargetResist)
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{
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// Note: No signal event. The AOE always happens, so it will do one
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// if appropriate.
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// 5d6 damage, as we hit.
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nDam = SMP_MaximizeOrEmpower(6, 5, nMetaMagic);
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// Apply the damage after X time.
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DelayCommand(fInitialDelay, SMP_ApplyDamageVFXToObject(oOriginalTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
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}
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}
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}
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// Apply AOE location explosion, after the delay
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effect eImpact = EffectVisualEffect(VFX_FNF_FIREBALL);
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DelayCommand(fInitialDelay, SMP_ApplyLocationVFX(lTarget, eImpact));
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// Get all targets in a sphere, 8.33M radius, all creatures, placeables amd doors.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 8.33, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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// Loop targets
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while(GetIsObjectValid(oTarget))
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{
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// PvP Check
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if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!SMP_TotalSpellImmunity(oTarget))
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{
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//Fire cast spell at event for the specified target
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_FIREBALL);
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//Get the distance between the explosion and the target to calculate delay
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fDelay = fInitialDelay + GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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// Only check SR once for the original target, if any.
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if((oTarget == oOriginalTarget && !nTargetResist) ||
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oTarget != oOriginalTarget)
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{
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// Spell resistance And immunity checking.
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if(!SMP_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Roll damage for each target
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nDam = SMP_MaximizeOrEmpower(6, nDice, nMetaMagic);
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// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDam = SMP_GetAdjustedDamage(SAVING_THROW_REFLEX, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
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// Need to do damage to apply visuals
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if(nDam > 0)
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{
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_FIRE));
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}
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}
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}
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}
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// Get Next Target
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, 8.33, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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