//:://///////////////////////////////////////////// //:: Flame Lash //:: NW_S0_FlmLash.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creates a whip of fire that targets a single individual */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 21, 2001 //::////////////////////////////////////////////// #include "ke_spell_factor" #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ 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 oTarget = GetSpellTargetObject(); int nCasterLevel = GetCasterLevel(OBJECT_SELF); int nMetaMagic = GetMetaMagicFeat(); int nDamage = ((d4(nCasterLevel)+20)*3)/2; //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_MAXIMIZE) { nDamage = ((4*(nCasterLevel)+20)*3)/2;//Damage is at max } else if (nMetaMagic == METAMAGIC_EMPOWER) { nDamage = nDamage + (nDamage/2); //Damage/Healing is +50% } effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); effect eRay = EffectBeam(VFX_BEAM_FIRE_LASH, OBJECT_SELF, BODY_NODE_HAND); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7); if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FLAME_LASH)); if (!MyResistSpell(OBJECT_SELF, oTarget, 1.0)) { nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE); //starting the grand circus of importing and converting back and forth // float fDamage = IntToFloat(nDamage); // 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 nDamage2 = FloatToInt(fDamage); // Done and remember to change nDamage with nDamage2 below :) // effect eDam = EffectDamage(nDamage2, DAMAGE_TYPE_FIRE); { //Apply the VFX impact and effects DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); } } } }