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PRC8/nwn/nwnprc/trunk/spells/nw_s1_conefire.nss
Jaysyn904 68ca3a56ca 2026/01/22 Update 2
Mechanatrixes always fail saves vs elecricity.
Incorporated most creature ability scripts into the PRC8 & updated them to use PRCEffect(), SPApplyEffectToObject(), etc.
Updated prc_inc_breath to use PRCEffectDamage()
Updated several spell scripts to use PRCEffectDamage().
2026-01-23 00:03:47 -05:00

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//::///////////////////////////////////////////////
//:: Cone: Fire
//:: NW_S1_ConeFire
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
A cone of damage eminated from the monster. Does
a set amount of damage based upon the creatures HD
and can be halved with a Reflex Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11, 2001
//:://////////////////////////////////////////////
//:: Updated By: Andrew Nobbs
//:: Updated On: FEb 26, 2003
//:: Note: Changed the faction check to GetIsEnemy
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
void main()
{
//Declare major variables
int nHD = GetHitDice(OBJECT_SELF);
int nDamage;
int nLoop = nHD / 3;
int nDC = 10 + (nHD/2);
float fDelay;
if(nLoop == 0)
{
nLoop = 1;
}
//Calculate the damage
for (nLoop; nLoop > 0; nLoop--)
{
nDamage = nDamage + d6(2);
}
location lTargetLocation = PRCGetSpellTargetLocation();
object oTarget;
effect eCone;
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
//Get first target in spell area
while(GetIsObjectValid(oTarget))
{
if(GetIsEnemy(oTarget) && oTarget != OBJECT_SELF)
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_FIRE));
//Determine effect delay
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
//Set damage effect
eCone = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE);
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget));
}
}
//Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE);
}
}