Forsaker / Saint / Vow of Poverty interaction fixes. Renamed Pyro Conflagration constant. Removed depreciated PRC4 archive. Updated release archive.
101 lines
4.1 KiB
Plaintext
101 lines
4.1 KiB
Plaintext
/*
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prc_pyro_conf
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Aoe, high damage, extra saves or die
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By: Flaming_Sword
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Created: Dec 7, 2007
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Modified: Dec 7, 2007
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*/
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#include "prc_alterations"
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#include "prc_inc_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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int nDamageType = GetPersistantLocalInt(oPC, "PyroDamageType");
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int nImpactVFX = GetPersistantLocalInt(oPC, "PyroImpactVFX");
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int nImpactBigVFX = GetPersistantLocalInt(oPC, "PyroImpactBigVFX");
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int nSaveType = GetPersistantLocalInt(oPC, "PyroSave");
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int nDC = 15 + GetAbilityModifier(ABILITY_CHARISMA, oPC);
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int nDice = 15;
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int bSaved = FALSE;
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int nTemp;
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float fDelay;
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location lTarget = GetLocation(oPC);
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// Declare the spell shape, size and the location. Capture the first target object in the shape.
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// Cycle through the targets within the spell shape until an invalid object is captured.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(GetPersistantLocalInt(oPC, "PyroBurst")), lTarget);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while (GetIsObjectValid(oTarget))
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{
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bSaved = FALSE;
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// Filter out the caster if he is supposed to be immune to the burst.
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if (oPC != oTarget)
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{
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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PRCSignalSpellEvent(oTarget, TRUE, SPELL_PYRO_CONFLAGRATION);
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fDelay = PRCGetSpellEffectDelay(lTarget, oTarget);
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int nDam = (nDamageType == DAMAGE_TYPE_SONIC) ? d4(nDice) : d6(nDice); //reduced damage dice
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if((nDamageType == DAMAGE_TYPE_COLD) || (nDamageType == DAMAGE_TYPE_ELECTRICAL) || (nDamageType == DAMAGE_TYPE_ACID))
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nDam = max(nDice, nDam - nDice); //minimum of 1 per die
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// Damage damage type is the simple case, just get the total damage
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// of the spell's type, apply metamagic and roll the save.
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if(nDamageType == DAMAGE_TYPE_COLD)
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{ // cold element uses fort save instead of reflex
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, nSaveType, oPC, fDelay))
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{
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bSaved = TRUE;
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if(GetHasMettle(oTarget, SAVING_THROW_FORT))
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nDam = 0;
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else
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nDam /= 2;
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}
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}
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else
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{
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nTemp = PRCGetReflexAdjustedDamage(nDam, oTarget, nDC, nSaveType);
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if(nDam != nTemp)
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{
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bSaved = TRUE;
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nDam = nTemp;
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}
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}
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if(bSaved == FALSE)
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{
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, nSaveType, oPC, fDelay))
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{
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DeathlessFrenzyCheck(oTarget);
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//Apply the death effect and VFX impact
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oTarget);
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}
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}
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// Adjust damage for reflex save / evasion / imp evasion
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//Set the damage effect
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if (nDam > 0)
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{
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effect eDamage = PRCEffectDamage(oTarget, nDam, nDamageType);
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// Apply effects to the currently selected target.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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PRCBonusDamage(oTarget);
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// This visual effect is applied to the target object not the location as above.
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nImpactBigVFX), oTarget));
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}
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lTarget, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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