Battledale_PRC8/_removed/nw_s1_bltknckd.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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//::///////////////////////////////////////////////
//:: Bolt: Knockdown
//:: NW_S1_BltKnckD
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature must make a ranged touch attack to hit
the intended target. Reflex or Will save is
needed to halve damage or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 11 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void snivbolt()
{
//Declare major variables
object oTarget = GetSpellTargetObject();
int nHD = GetHitDice(OBJECT_SELF);
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_ODD);
effect eBolt = EffectKnockdown();
int nDC = 14;
effect eDam = EffectDamage(d4(), DAMAGE_TYPE_SONIC);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_KNOCKDOWN));
//Make a saving throw check
if (!/*Reflex Save*/ MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(1));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
FloatingTextStringOnCreature("Hit by a psionic blast",oTarget);
}
}
void main()
{
if (GetStringLeft(GetTag(OBJECT_SELF),7)=="jw_sniv")
{
snivbolt();
return;
}
//Declare major variables
object oTarget = GetSpellTargetObject();
int nHD = GetHitDice(OBJECT_SELF);
effect eVis = EffectVisualEffect(VFX_IMP_SONIC);
effect eBolt = EffectKnockdown();
int nDC = 15 + (nHD);
effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_KNOCKDOWN));
//Make a saving throw check
if (!/*Reflex Save*/ MySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget))
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}