Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
63 lines
2.6 KiB
Plaintext
63 lines
2.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Scalding Gust
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//:: FileName inv_dra_scldgust.nss
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//::///////////////////////////////////////////////
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/*
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Least Invocation
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2nd Level Spell
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You create a strong blast of searing wind in a 60'
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line before you. Creatures smaller than medium must
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make a Fortitude save or be knocked down, and all
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creatures within the area of effect regardless take
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1 point of fire damage per caster level.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = PRCGetSpellTargetLocation();
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int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
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int nPenetr = CasterLvl + SPGetPenetr();
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float fRange = FeetToMeters(60.0);
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float fDelay;
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effect eDmg = EffectDamage(CasterLvl, DAMAGE_TYPE_FIRE);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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//Get first target in the spell cylinder
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object oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fRange, lTarget,
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TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_SCALDING_GUST));
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//Make SR Check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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if(PRCGetCreatureSize(oTarget) < CREATURE_SIZE_MEDIUM)
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, GetInvocationSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_NONE))
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{
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effect eWindblown = EffectKnockdown();
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eWindblown, oTarget, 6.0));
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}
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget));
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DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}
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}
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//Get next target in the spell cylinder
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, fRange, lTarget,
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TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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}
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} |