PRC8/nwn/nwnprc/trunk/psionics/psi_pyro_conf.nss
Jaysyn904 b6cc854fab Forsaker / Saint / Vow of Poverty interaction fixes
Forsaker / Saint / Vow of Poverty interaction fixes.  Renamed Pyro Conflagration constant.  Removed depreciated PRC4 archive.  Updated release archive.
2025-01-04 23:33:07 -05:00

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/*
prc_pyro_conf
Aoe, high damage, extra saves or die
By: Flaming_Sword
Created: Dec 7, 2007
Modified: Dec 7, 2007
*/
#include "prc_alterations"
#include "prc_inc_spells"
void main()
{
object oPC = OBJECT_SELF;
int nDamageType = GetPersistantLocalInt(oPC, "PyroDamageType");
int nImpactVFX = GetPersistantLocalInt(oPC, "PyroImpactVFX");
int nImpactBigVFX = GetPersistantLocalInt(oPC, "PyroImpactBigVFX");
int nSaveType = GetPersistantLocalInt(oPC, "PyroSave");
int nDC = 15 + GetAbilityModifier(ABILITY_CHARISMA, oPC);
int nDice = 15;
int bSaved = FALSE;
int nTemp;
float fDelay;
location lTarget = GetLocation(oPC);
// Declare the spell shape, size and the location. Capture the first target object in the shape.
// Cycle through the targets within the spell shape until an invalid object is captured.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(GetPersistantLocalInt(oPC, "PyroBurst")), lTarget);
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while (GetIsObjectValid(oTarget))
{
bSaved = FALSE;
// Filter out the caster if he is supposed to be immune to the burst.
if (oPC != oTarget)
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
PRCSignalSpellEvent(oTarget, TRUE, SPELL_PYRO_CONFLAGRATION);
fDelay = PRCGetSpellEffectDelay(lTarget, oTarget);
int nDam = (nDamageType == DAMAGE_TYPE_SONIC) ? d4(nDice) : d6(nDice); //reduced damage dice
if((nDamageType == DAMAGE_TYPE_COLD) || (nDamageType == DAMAGE_TYPE_ELECTRICAL) || (nDamageType == DAMAGE_TYPE_ACID))
nDam = max(nDice, nDam - nDice); //minimum of 1 per die
// Damage damage type is the simple case, just get the total damage
// of the spell's type, apply metamagic and roll the save.
if(nDamageType == DAMAGE_TYPE_COLD)
{ // cold element uses fort save instead of reflex
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, nSaveType, oPC, fDelay))
{
bSaved = TRUE;
if(GetHasMettle(oTarget, SAVING_THROW_FORT))
nDam = 0;
else
nDam /= 2;
}
}
else
{
nTemp = PRCGetReflexAdjustedDamage(nDam, oTarget, nDC, nSaveType);
if(nDam != nTemp)
{
bSaved = TRUE;
nDam = nTemp;
}
}
if(bSaved == FALSE)
{
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, nSaveType, oPC, fDelay))
{
DeathlessFrenzyCheck(oTarget);
//Apply the death effect and VFX impact
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oTarget);
}
}
// Adjust damage for reflex save / evasion / imp evasion
//Set the damage effect
if (nDam > 0)
{
effect eDamage = PRCEffectDamage(oTarget, nDam, nDamageType);
// Apply effects to the currently selected target.
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
PRCBonusDamage(oTarget);
// This visual effect is applied to the target object not the location as above.
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nImpactBigVFX), oTarget));
}
}
}
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}