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.
85 lines
2.3 KiB
Plaintext
85 lines
2.3 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Flame Lash
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//:: NW_S0_FlmLash.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creates a whip of fire that targets a single
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individual
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 21, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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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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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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// End of Spell Cast Hook
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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if(nCasterLevel > 3)
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{
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nCasterLevel = (nCasterLevel-3)/3;
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}
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else
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{
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nCasterLevel = 0;
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}
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int nDamage = d6(2 + nCasterLevel);
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_MAXIMIZE)
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{
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nDamage = 6 * (2 + nCasterLevel);//Damage is at max
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}
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else if (nMetaMagic == METAMAGIC_EMPOWER)
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eRay = EffectBeam(VFX_BEAM_FIRE_LASH, OBJECT_SELF, BODY_NODE_HAND);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
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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_FLAME_LASH));
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if (!MyResistSpell(OBJECT_SELF, oTarget, 1.0))
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{
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nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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//Apply the VFX impact and effects
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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}
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}
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}
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