Alangara_PRC8/_removed/X2_S0_BALLLGHTNG.nss
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//::///////////////////////////////////////////////
//:: Isaacs Lesser Missile Storm
//:: x0_s0_MissStorm1
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Up to 10 missiles, each doing 1d6 damage to all
targets in area.
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: July 31, 2002
//:://////////////////////////////////////////////
//:: Last Updated By:
#include "ke_spell_factor"
#include "X0_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;
}
int nDamage = GetCasterLevel(OBJECT_SELF) +5 ; // * 2
if (nDamage > 40)
nDamage = 40;
//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 :) //
// End of Spell Cast Hook
//SpawnScriptDebugger(); 503
DoMissileStorm(nDamage2, 40, GetSpellId(), 503,VFX_IMP_LIGHTNING_S ,DAMAGE_TYPE_ELECTRICAL, TRUE, TRUE );
}