Initial upload
Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
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_working/nw_s1_bltknckd.nss
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_working/nw_s1_bltknckd.nss
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//::///////////////////////////////////////////////
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//:: Bolt: Knockdown
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//:: NW_S1_BltKnckD
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target. Reflex or Will save is
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needed to halve damage or avoid effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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void snivbolt()
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{
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nHD = GetHitDice(OBJECT_SELF);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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effect eBolt = EffectKnockdown();
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int nDC = 14;
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effect eDam = EffectDamage(d4(), DAMAGE_TYPE_SONIC);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_KNOCKDOWN));
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//Make a saving throw check
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if (!/*Reflex Save*/ MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(1));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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FloatingTextStringOnCreature("Hit by a psionic blast",oTarget);
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}
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}
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void main()
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{
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if (GetStringLeft(GetTag(OBJECT_SELF),7)=="jw_sniv")
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{
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snivbolt();
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return;
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}
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nHD = GetHitDice(OBJECT_SELF);
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effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
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effect eBolt = EffectKnockdown();
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int nDC = 15 + (nHD);
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effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_KNOCKDOWN));
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//Make a saving throw check
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if (!/*Reflex Save*/ MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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}
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