123 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Magic Missile
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| //:: NW_S0_MagMiss
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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| // A missile of magical energy darts forth from your
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| // fingertip and unerringly strikes its target. The
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| // missile deals 1d4+1 points of damage.
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| //
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| // For every two extra levels of experience past 1st, you
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| // gain an additional missile.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Preston Watamaniuk
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| //:: Created On: April 10, 2001
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| //:://////////////////////////////////////////////
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| //:: Last Updated By: Preston Watamaniuk, On: May 8, 2001
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| 
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| 
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| #include "ke_spell_factor"
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| 
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| #include "NW_I0_SPELLS"
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| #include "x2_inc_spellhook"
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| 
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| void main()
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| {
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| 
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| /*
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|   Spellcast Hook Code
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|   Added 2003-06-23 by GeorgZ
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|   If you want to make changes to all spells,
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|   check x2_inc_spellhook.nss to find out more
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| 
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| */
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| 
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|     if (!X2PreSpellCastCode())
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|     {
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|     // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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|         return;
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|     }
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| 
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| // End of Spell Cast Hook
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| 
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| 
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|     //Declare major variables  ( fDist / (3.0f * log( fDist ) + 2.0f) )
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|     object oTarget = GetSpellTargetObject();
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|     int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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|     int nDamage = 0;
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|     int nMetaMagic = GetMetaMagicFeat();
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|     int nCnt;
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|     effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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|     effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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|     int nMissiles = (nCasterLvl + 1);
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|     float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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|     float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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|     float fDelay2, fTime;
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|     if(!GetIsReactionTypeFriendly(oTarget))
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|     {
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|         //Fire cast spell at event for the specified target
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|         SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_MAGIC_MISSILE));
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|         //Limit missiles to five
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|         if (nMissiles > 40)
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|         {
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|             nMissiles = 40;
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|         }
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|         //Make SR Check
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|         if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
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|         {
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|             //Apply a single damage hit for each missile instead of as a single mass
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|             for (nCnt = 1; nCnt <= nMissiles; nCnt++)
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|             {
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|                 //Roll damage
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|                 int nDam = d6(1) + 1;
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|                 //Enter Metamagic conditions
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|                 if (nMetaMagic == METAMAGIC_MAXIMIZE)
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|                 {
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|                       nDam = 7;//Damage is at max
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|                 }
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|                 if (nMetaMagic == METAMAGIC_EMPOWER)
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|                 {
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|                       nDam = nDam + nDam/2; //Damage/Healing is +50%
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|                 }
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|                 fTime = fDelay;
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|                 fDelay2 += 0.1;
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|                 fTime += fDelay2;
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| 
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| 
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|                 //starting the grand circus of importing and converting back and forth //
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| 
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|                 float fDamage = IntToFloat(nDam);
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| 
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|                 // multiplaying damage with fFactor //
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| 
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|                 float fFactor = CalculateFactor();
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| 
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|                 fDamage = fDamage * fFactor;
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| 
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|                 // converting the float damage back to INT damage so we can use it again //
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| 
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|                 int nDam2 = FloatToInt(fDamage);
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| 
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|                // Done and remember to change nDamage with nDamage2 below :) //
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| 
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| 
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|                 //Set damage effect
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|                 effect eDam = EffectDamage(nDam2, DAMAGE_TYPE_MAGICAL);
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|                 //Apply the MIRV and damage effect
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|                 DelayCommand(fTime, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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|                 DelayCommand(fTime, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget));
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|                 DelayCommand(fDelay2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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|              }
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|          }
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|          else
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|          {
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|             for (nCnt = 1; nCnt <= nMissiles; nCnt++)
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|             {
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|                 ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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|             }
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|          }
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|      }
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| }
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