//:://///////////////////////////////////////////// //:: Flame Arrow //:: NW_S0_FlmArrow //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Fires a stream of fiery arrows at the selected target that do 4d6 damage per arrow. 1 Arrow per 4 levels is created. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Sept 20, 2001 //:: Updated By: Georg Zoeller, Aug 18 2003: Uncapped //::////////////////////////////////////////////// #include "ke_spell_factor" #include "NW_I0_SPELLS" #include "x2_inc_spellhook" 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 ( fDist / (3.0f * log( fDist ) + 2.0f) ) object oTarget = GetSpellTargetObject(); int nCasterLvl = GetCasterLevel(OBJECT_SELF); int nDamage = 0; int nMetaMagic = GetMetaMagicFeat(); int nCnt; effect eMissile; effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); // int nMissiles = (nCasterLvl)/4; int nMissiles = 1; float fDist = GetDistanceBetween(OBJECT_SELF, oTarget); float fDelay = fDist/(3.0 * log(fDist) + 2.0); //Limit missiles to five if(nMissiles == 0) { nMissiles = 1; } /* Uncapped because PHB does list any cap and we now got epic levels else if (nMissiles > 7) { nMissiles = 7; }*/ if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FLAME_ARROW)); //Apply a single damage hit for each missile instead of as a single mass //Make SR Check for (nCnt = 1; nCnt <= nMissiles; nCnt++) { if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay)) { //Roll damage // int nDam = d6(4) + 10; int nDam = (((d6(GetCasterLevel(OBJECT_SELF)))+30)*13)/10; //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_MAXIMIZE) { // nDam = 34;//Damage is at max nDam = (((6*(GetCasterLevel(OBJECT_SELF)))+30)*13)/10; } if (nMetaMagic == METAMAGIC_EMPOWER) { nDam = nDam + nDam/2; //Damage/Healing is +50% } nDam = GetReflexAdjustedDamage(nDam, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE); //starting the grand circus of importing and converting back and forth // float fDamage = IntToFloat(nDam); // multiplaying damage with fFactor // float fFactor = CalculateFactor(); fDamage = fDamage * fFactor; // converting the float damage back to INT damage so we can use it again // int nDam2 = FloatToInt(fDamage); // Done and remember to change nDamage with nDamage2 below :) // //Set damage effect effect eDam = EffectDamage(nDam2, DAMAGE_TYPE_FIRE); //Apply the MIRV and damage effect DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget)); } // * May 2003: Make it so the arrow always appears, even if resisted eMissile = EffectVisualEffect(VFX_IMP_MIRV_FLAME); ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget); } } }