//:://///////////////////////////////////////////// //:: Bolt: Fire //:: NW_S1_BoltFire //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creature must make a ranged touch attack to hit the intended target. Reflex or Will save is needed to halve damage or avoid effect. */ //::////////////////////////////////////////////// //:: 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_FLAME_S); effect eBolt; int nDC = 10 + (nHD/2); int nCount = nHD /2; if (nCount == 0) { nCount = 1; } int nDamage = d6(nCount); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_FIRE)); //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. //nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE); //Make a ranged touch attack int nTouch = PRCDoRangedTouchAttack(oTarget); if(nTouch > 0) { if(nTouch == 2) { nDamage *= 2; } //Set damage effect eBolt = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_FIRE); if(nDamage > 0) { //Apply the VFX impact and effects SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } }