Eldritch Disciple should have Verminlord as an epic bonus feat. Only spellcasters can use Craft (Alchemy). Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats. Frenzied Berserker was missing Great STR 10 as an epic bonus feat. Oozemaster had several epic bonus feats only grantable at 10th lvl. Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats. Corrected Frenzied Berserker's skill list. Corrected Legendary Dreadnought's skill list. Added placeholders for Combat Form feats. Added Combat Forms masterfeats. Fixed ASF issue with Eldritch Sculptor's 2nd blast. Gated debug in CheckIfDeleveled(). Updated AddRacialRestrictions() for latest races. Vow of Poverty & Forsaker work better together at level up. Maybe fixed the mass ability buffs not hitting all targets issue. Needs mulitplayer testing. Updated some creature abilities to use PRC functions.
45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Bolt: Charisma Drain
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//:: NW_S1_BltChrDr
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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 "prc_inc_spells"
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#include "prc_inc_sp_tch"
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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 = PRCGetSpellTargetObject();
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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;
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int nDC = 10 + (nHD/2);
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int nCount = (nHD /3);
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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_ABILITY_DRAIN_CHARISMA));
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//Make a saving throw check
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if (PRCDoRangedTouchAttack(oTarget))
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{
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eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount);
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eBolt = SupernaturalEffect(eBolt);
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//Apply the VFX impact and effects
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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