//:://///////////////////////////////////////////// //:: Bolt: Charm //:: NW_S1_BltCharm //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creature must make a ranged touch attack to hit the intended target. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: May 11 , 2001 //:: Updated On: July 15, 2003 Georg Zoeller - Removed saving throws //::////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_inc_sp_tch" #include "NW_I0_SPELLS" void main() { //Declare major variables object oTarget = PRCGetSpellTargetObject(); int nHD = GetHitDice(OBJECT_SELF); effect eVis = EffectVisualEffect(VFX_IMP_CHARM); effect eBolt = EffectCharmed(); eBolt = GetScaledEffect(eBolt, oTarget); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eLink = EffectLinkEffects(eBolt, eDur); int nDC = 10 + (nHD/2); int nCount = (nHD + 1) / 2; nCount = PRCGetScaledDuration(nCount, oTarget); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_CHARM)); //Make a saving throw check if (PRCDoRangedTouchAttack(oTarget)) { //Apply the VFX impact and effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } }