2025-04-30 12:23:15 -04:00

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//::///////////////////////////////////////////////
//:: Molito (Spark Storm)
//:: molito.nss
//:: Copyright (c) 2025 WizardryEE Project
//:://////////////////////////////////////////////
/*
Causes 3d6 (3-18) points of damage to half of a
monster group.
Level 3 Mage spell.
In Wizardry: Proving Grounds of the Mad Overlord,
this is a Level 3 Mage attack spell that targets
half of a monster group.
*/
//:://////////////////////////////////////////////
//:: Created By: WizardryEE Project
//:: Created On: April 26, 2025
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "prc_add_spell_dc"
void main()
{
// Spell implementation for WizardryEE
// Core functionality: Deal 3d6 damage to half of a monster group
// Spellcast Hook Code
if (!X2PreSpellCastCode()) return;
// Set spell school for proper record keeping
PRCSetSchool(SPELL_SCHOOL_EVOCATION);
// Declare major variables
object oCaster = OBJECT_SELF;
int nCasterLevel = PRCGetCasterLevel(oCaster);
int nMetaMagic = PRCGetMetaMagicFeat();
int nPenetr = nCasterLevel + SPGetPenetr();
int nDamage;
float fDelay;
// Get the target location
location lTarget = PRCGetSpellTargetLocation();
// Create the incendiary cloud visual effect
effect eImpact = EffectVisualEffect(VFX_FNF_INCENDIARY);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
// Get the elemental damage type (default to electrical)
int EleDmg = ChangedElementalDamage(oCaster, DAMAGE_TYPE_ELECTRICAL);
// Apply the visual effect at the location
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
// Declare the spell shape, size and the location
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
// Count total enemies in the area
int nTotalEnemies = 0;
object oCounter = oTarget;
while (GetIsObjectValid(oCounter))
{
if (spellsIsTarget(oCounter, SPELL_TARGET_STANDARDHOSTILE, oCaster))
{
nTotalEnemies++;
}
oCounter = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
// Calculate how many to affect (half, rounded up)
int nToAffect = (nTotalEnemies + 1) / 2;
// Reset target for actual damage application
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
// Track affected targets
int nAffected = 0;
// Cycle through the targets within the spell shape
while (GetIsObjectValid(oTarget) && nAffected < nToAffect)
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
{
// Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(oCaster, GetSpellId()));
// Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
// Make SR check
if (!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
{
// Calculate damage - 3d6 electrical damage
if (CheckMetaMagic(nMetaMagic, METAMAGIC_MAXIMIZE))
nDamage = 18; // 3 * 6 = 18 (maximum damage)
else
nDamage = d6(3);
if (CheckMetaMagic(nMetaMagic, METAMAGIC_EMPOWER))
nDamage += nDamage / 2; // +50% damage
// Add bonus damage per die
nDamage += SpellDamagePerDice(oCaster, 3);
// Adjust the damage based on the Reflex Save, Evasion and Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, PRCGetSaveDC(oTarget, oCaster), SAVING_THROW_TYPE_ELECTRICITY);
if (nDamage > 0)
{
// Set the damage effect
effect eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
// Apply effects to the currently selected target
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
// Apply any bonus damage effects
PRCBonusDamage(oTarget);
// Notify damage
DelayCommand(fDelay, FloatingTextStringOnCreature("MOLITO: " + IntToString(nDamage) + " spark damage to " + GetName(oTarget), oCaster, TRUE));
// Increment affected count
nAffected++;
}
}
}
// Select the next target within the spell shape
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}
// Final notification
if (nAffected > 0)
{
FloatingTextStringOnCreature("MOLITO: Hit " + IntToString(nAffected) + " out of " +
IntToString(nTotalEnemies) + " enemies!", oCaster, TRUE);
}
else
{
FloatingTextStringOnCreature("MOLITO: No enemies affected", oCaster, TRUE);
}
// Clean up spell school variable
PRCSetSchool();
}