Hi again…can anyone tell me why this spell doesn’t work as it should? I cast it and it shoots a fireball in one direction then the wizard does an about face (180 degrees) and fires off in succession other fireballs in a straight line. Is it possible to make it fire ALL the fireballs at the target chosen?
//::///////////////////////////////////////////////
//:: Multi Fireball
//:: kl_sp_multiball
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
// A fireball is a burst of flame that detonates with
// a low roar and inflicts 1d6 points of damage per
// caster level (maximum of 10d6) to all creatures
// within the area. Unattended objects also take
// damage. The explosion creates almost no pressure.
*/
//:://////////////////////////////////////////////
//:: Created By: junhunglau
//:: Created On: Dec 25, 2006
//:://////////////////////////////////////////////
// Modified 04082007 by junhunglau - Multiball now targets random locations near to original
#include "kl_inc_spells"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
object oCaster = OBJECT_SELF;
int nCasterLvl = GetCasterLevel(oCaster),
nCasterLvl2= GetCasterLevel(oCaster); //Declare for later use casting multiball
int nMetaMagic = GetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL);
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
effect eDam;
//Get the spell target location as opposed to the spell target.
location lTarget = GetSpellTargetLocation();
//Limit Caster level for the purposes of damage
if (nCasterLvl > 10)
{
nCasterLvl = 10;
}
//Apply the fireball explosion at the location captured above.
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
//Declare the spell shape, size and the location. Capture the first target object in the shape.
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
//Cycle through the targets within the spell shape until an invalid object is captured.
while (GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
{
//Roll damage for each target
nDamage = d6(nCasterLvl);
//Resolve metamagic
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = 6 * nCasterLvl;
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDamage = nDamage + nDamage / 2;
}
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
// Apply effects to the currently selected target.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
//This visual effect is applied to the target object not the location as above. This visual effect
//represents the flame that erupts on the target not on the ground.
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
// Cast Multiple Fireballs at random locations, based on level
object oEnemy;
location lTarget2;
int nCount = 0;
int nNumFBalls = nCasterLvl2/5;
for (nNumFBalls; nNumFBalls > 0; nNumFBalls --)
{
/*
nCount ++;
oEnemy = GetNearestPerceivedEnemy(oCaster, nCount, CREATURE_TYPE_IS_ALIVE, TRUE);
lTarget = GetLocation(oEnemy);
*/
lTarget2 = klGetRandomLocationToLocation(lTarget, FeetToMeters(10.0));
ActionCastSpellAtLocation(SPELL_FIREBALL, lTarget2, nMetaMagic, TRUE, PROJECTILE_PATH_TYPE_HOMING, TRUE);
ActionWait(1.0);
}
}