Battledale_PRC8/_removed/nw_s0_flmlash.nss
Jaysyn904 7b9e44ebbb 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.
2024-03-11 23:44:08 -04:00

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//::///////////////////////////////////////////////
//:: Flame Lash
//:: NW_S0_FlmLash.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creates a whip of fire that targets a single
individual
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Nov 21, 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 > 3)
{
nCasterLevel = (nCasterLevel-3)/3;
}
else
{
nCasterLevel = 0;
}
int nDamage = d6(2 + nCasterLevel);
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = 6 * (2 + nCasterLevel);//Damage is at max
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
}
effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
effect eRay = EffectBeam(VFX_BEAM_FIRE_LASH, OBJECT_SELF, BODY_NODE_HAND);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FLAME_LASH));
if (!MyResistSpell(OBJECT_SELF, oTarget, 1.0))
{
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
{
//Apply the VFX impact and effects
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
}
}
}
}