///:://///////////////////////////////////////////// //:: Negative Energy Ray //:: NW_S0_NegRay //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Fires a bolt of negative energy at the target doing 1d6 damage. Does an additional 1d6 damage for 2 levels after level 1 (3,5,7,9) to a maximum of 5d6 at level 9. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Sept 13, 2001 //::////////////////////////////////////////////// #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(); if(nCasterLevel > 9) { nCasterLevel = 9; } nCasterLevel = (nCasterLevel + 1) / 2; int nDamage = d6(nCasterLevel); //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_MAXIMIZE) { nDamage = 6 * nCasterLevel;//Damage is at max } else if (nMetaMagic == METAMAGIC_EMPOWER) { nDamage = nDamage + (nDamage/2); //Damage/Healing is +50% } effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE); effect eHeal = EffectHeal(nDamage); effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M); effect eRay; if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD) { if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY)); eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND); if (!MyResistSpell(OBJECT_SELF, oTarget)) { //Make a saving throw check if(/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE)) { nDamage /= 2; } //Apply the VFX impact and effects //DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); } } } else { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY, FALSE)); eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7); }