2026/01/22 Update 2
Mechanatrixes always fail saves vs elecricity. Incorporated most creature ability scripts into the PRC8 & updated them to use PRCEffect(), SPApplyEffectToObject(), etc. Updated prc_inc_breath to use PRCEffectDamage() Updated several spell scripts to use PRCEffectDamage().
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nwn/nwnprc/trunk/spells/nw_s1_pulselec.nss
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nwn/nwnprc/trunk/spells/nw_s1_pulselec.nss
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//::///////////////////////////////////////////////
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//:: Pulse: Lightning
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//:: NW_S0_CallLghtn.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All creatures within 10ft of the creature take
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1d6 per HD up to 10d6
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 22, 2001
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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int nDamage;
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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effect eHowl = EffectVisualEffect(VFX_IMP_PULSE_COLD);
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DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eHowl, GetLocation(OBJECT_SELF)));
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effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_CHEST);
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float fDelay;
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int nHD = GetHitDice(OBJECT_SELF);
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int nDC = 10 + nHD;
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//Get first target in spell area
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != OBJECT_SELF)
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{
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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, SPELLABILITY_PULSE_LIGHTNING));
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//Roll the damage
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nDamage = d6(nHD);
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY);
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//Determine effect delay
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fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
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eHowl = PRCEffectDamage(oTarget, 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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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget, 0.5));
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}
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}
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}
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//Get next target in spell area
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
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}
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}
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