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