Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,99 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Flame Arrow
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//:: NW_S0_FlmArrow
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Fires a stream of fiery arrows at the selected
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target that do 4d6 damage per arrow. 1 Arrow
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per 4 levels is created.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 20, 2001
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//:: Updated By: Georg Zoeller, Aug 18 2003: Uncapped
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_sp_tch"
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLvl = PRCGetCasterLevel(oCaster);
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int nDC = PRCGetSaveDC(oTarget, oCaster);
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int nPenetr = nCasterLvl + SPGetPenetr();
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int EleDmg = ChangedElementalDamage(oCaster, DAMAGE_TYPE_FIRE);
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int nSaveType = ChangedSaveType(EleDmg);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDist = GetDistanceBetween(oCaster, oTarget);
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float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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int nDamage;
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int nCnt;
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effect eMissile = EffectVisualEffect(VFX_IMP_MIRV_FLAME);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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//Limit missiles to five
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int nMissiles = nCasterLvl / 4;
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if(nMissiles == 0)
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nMissiles = 1;
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/* Uncapped because PHB doesn't list any cap and we now got epic levels
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else if (nMissiles > 5)
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nMissiles = 5;*/
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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(oCaster, SPELL_FLAME_ARROW));
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//Apply a single damage hit for each missile instead of as a single mass
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//Make SR Check
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if(!PRCDoResistSpell(oCaster, oTarget, nPenetr, fDelay))
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{
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int iAttackRoll = 0;
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for(nCnt = 1; nCnt <= nMissiles; nCnt++)
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{
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// causes them each to make a ranged touch attack
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iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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if(iAttackRoll > 0)
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{
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//Roll damage
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nDamage = d6(4);
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//Enter Metamagic conditions
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if(nMetaMagic & METAMAGIC_MAXIMIZE)
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nDamage = 24;//Damage is at max
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if(nMetaMagic & METAMAGIC_EMPOWER)
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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nDamage += SpellDamagePerDice(oCaster, 4);
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, nSaveType);
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// only add sneak attack damage and bonus damage to first projectile
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if(nCnt == 1)
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{
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nDamage += SpellSneakAttackDamage(oCaster, oTarget);
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PRCBonusDamage(oTarget);
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}
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//Set damage effect
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effect eDam = PRCEffectDamage(oTarget, nDamage, EleDmg);
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//Apply the MIRV and damage effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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}
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}
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}
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else
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// * May 2003: Make it so the arrow always appears, even if resisted
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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}
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PRCSetSchool();
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}
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