//:://///////////////////////////////////////////// //:: Bolt: Lightning //:: NW_S1_BltLightn //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Does 1d6 per level to a single target. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Aug 10, 2001 //:: Updated On: July 15, 2003 Georg Zoeller - Removed saving throws //::////////////////////////////////////////////// #include "NW_I0_SPELLS" void main() { //Declare major variables object oTarget = GetSpellTargetObject(); int nHD = GetHitDice(OBJECT_SELF); effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND); effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); effect eBolt; int nDC = 15 + (nHD); int nCount = nHD /2; if (nCount == 0) { nCount = 1; } int nDamage = d6(nCount); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING)); //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY); //Make a ranged touch attack int nTouch = TouchAttackRanged(oTarget); if( nTouch > 0) { if(nTouch == 2) { nDamage *= 2; } //Set damage effect eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); if(nDamage > 0) { //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); } } ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.8); }