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.
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Bolt: Level Drain
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//:: NW_S1_BltLvlDr
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 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 eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eBolt = EffectNegativeLevel(1);
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int nDC = 15 + (nHD);
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int nCount = nHD /5;
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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_LEVEL_DRAIN));
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//Make a saving throw check
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if (!MySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget))
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{
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//eBolt = LEVEL DRAIN EFFECT
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eBolt = SupernaturalEffect(eBolt);
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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