//::///////////////////////////////////////////////
//:: Pulse: Holy
//:: NW_S1_PulsHoly
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    A wave of energy emanates from the creature which affects
    all within 10ft.  Damage can be reduced by half for all
    damaging variants.  Undead are damaged, allies are healed.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//#include "wm_include"
#include "prc_inc_spells"

void main()
{
    //if (WildMagicOverride()) { return; }
	
//:: Declare major variables
	object oNPC		= OBJECT_SELF;
	object oTarget;
	
    int nHD 		= GetHitDice(oNPC);
	int nCHAMod		= GetAbilityModifier(ABILITY_CHARISMA, oNPC);
    int nDC			= 10 +nCHAMod+ (nHD/2);	
    int nDamage;
	
    float fDelay;
	
    effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
    effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
    effect eHowl;
    effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_HOLY);
	
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
    
	//Get first target in spell area
    oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
    while(GetIsObjectValid(oTarget))
    {

        //Determine effect delay
        fDelay = GetDistanceBetween(oNPC, oTarget)/20;
        //Roll the amount to heal or damage
        nDamage = d4(nHD);
        //If the target is not undead
        if (MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
        {
            //Make a faction check
            if(oTarget != oNPC)
            {
                if(GetIsFriend(oTarget))
                {
                    //Fire cast spell at event for the specified target
                    SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE));
                    //Set heal effect
                    eHowl = EffectHeal(nDamage);
                    //Apply the VFX impact and effects
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                }
            }
        }
        else
        {
            if(!GetIsReactionTypeFriendly(oTarget))
            {
                //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
                nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_DIVINE);
                //Set damage effect
                eHowl = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE) ;
                if(nDamage > 0)
                {
                    //Fire cast spell at event for the specified target
                    SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY));
                    //Apply the VFX impact and effects
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget));
                }
            }
        }
        //Get next target in spell area
        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
    }
}