//:://///////////////////////////////////////////// //:: Quillfire //:: [x0_s0_quillfire.nss] //:: Copyright (c) 2002 Bioware Corp. //::////////////////////////////////////////////// /* Fires a cluster of quills at a target. Ranged Attack. 2d8 + 1 point /2 levels (max 5) */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: July 17 2002 //::////////////////////////////////////////////// //:: Last Updated By: Andrew Nobbs May 02, 2003 #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 eVis = EffectVisualEffect(VFX_IMP_ACID_S); if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_QUILLFIRE)); //Apply a single damage hit for each missile instead of as a single mass //Make SR Check { // BK: No spell resistance for quillfire //if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay)) { //eMissile = EffectVisualEffect(VFX_IMP_MIRV_FLAME); //Roll damage int nDam = (d6(nCasterLvl))+30; //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_MAXIMIZE) { nDam = (6*(nCasterLvl))+30;//Damage is at max } if (nMetaMagic == METAMAGIC_EMPOWER) { nDam = nDam + nDam/2; //Damage/Healing is +50% } //* apply bonus damage for level int nBonus = GetCasterLevel(OBJECT_SELF) / 2; if (nBonus > 0) { nBonus = 0; } nDam = nDam + nBonus; //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 :) // effect eDam = EffectDamage(nDam2, DAMAGE_TYPE_MAGICAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget); // * also applies poison damage effect ePoison = EffectPoison(POISON_LARGE_SCORPION_VENOM); ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget); //Apply the MIRV and damage effect //ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget); } } } }