Added Grey Elf as possible RACE prereq for Arcane Archer, Baelnorn, Bladesinger, Champion of Corellon, Eternal Blade & Nightshade. Added Expeditious Dodge, Midnight Dodge & Desert Wind Dodge as FEATOR prereqs for Mobility, Spring Attack, Sidestep Charge & Quick Staff. Added Expeditious Dodge, Midnight Dodge & Desert Wind Dodge as FEATOR prereqs for Combat Medic, Duelist, Dwarven Defender, Drunken Master, Master of Nine, Ninja Spy, Sacred Fist, Shou Disciple, Telflammar Shadowlord, Shadowdancer and Spelldancer. Fixed PnP Shifter prereqs for Shaman class. Fixed Invisible Needle reserve feat to work per PnP. Fixed Song of Fury & other Bladesinger abilities to work with one-handed elven blades. Updated release archive.
102 lines
3.9 KiB
Plaintext
102 lines
3.9 KiB
Plaintext
#include "x2_inc_spellhook"
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// Function to calculate the ranged attack bonus manually
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int CalculateRangedAB(object oCaster)
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{
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int nBAB = GetBaseAttackBonus(oCaster); // Get the base attack bonus of the caster
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int nDexMod = GetAbilityModifier(ABILITY_DEXTERITY, oCaster); // Get Dexterity modifier
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int nRangedAttackBonus = nBAB + nDexMod; // Ranged attack bonus is BAB + Dexterity modifier
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// Check if the caster has Point Blank Shot feat and is within 30 feet of the target
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return nRangedAttackBonus;
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}
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// Function to handle the ranged attack
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void ForceNeedleAttack(object oCaster, object oTarget, int nBonus)
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{
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// Constants
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float fRange = FeetToMeters(5.0 * IntToFloat(nBonus)); // Range is 5 feet per spell level
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effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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// Get the distance to the target and check if it's within range
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float fDistance = GetDistanceBetween(oCaster, oTarget);
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if (fDistance > fRange)
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{
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SendMessageToPC(oCaster, "Target is out of range.");
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return;
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}
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// Calculate ranged attack bonus
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int nRangedAttackBonus = CalculateRangedAB(oCaster);
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// Check for Point Blank Shot (feat)
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if (GetHasFeat(FEAT_POINT_BLANK_SHOT, oCaster) && fDistance <= FeetToMeters(30.0)) // Within 30 feet for PBS bonus
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{
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nRangedAttackBonus += 1;
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}
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// Perform a standard ranged attack roll (not a ranged touch attack)
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int nDieRoll = d20(1);
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int nAttackRoll = nDieRoll + nRangedAttackBonus;
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int nAC = GetAC(oTarget); // Get the target's AC for a normal ranged attack
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// Construct the attack roll message in the format of NWN combat log
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string sMessage;
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string sCasterName = GetName(oCaster);
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string sTargetName = GetName(oTarget);
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if (nAttackRoll >= nAC)
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{
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// If the attack hits, deal damage based on the highest force spell level
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int nDamage = d4(nBonus); // Deal 1d4 damage per force spell level
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// Handle critical hit on a natural 20
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if (nDieRoll == 20)
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{
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nDamage *= 2;
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sMessage = PRC_TEXT_LIGHT_BLUE + sCasterName + PRC_TEXT_ORANGE +" attacks " + sTargetName + ": *critical hit* " + "(" + IntToString(nDieRoll) + " + " + IntToString(nRangedAttackBonus) + " = " + IntToString(nAttackRoll) + ")";
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}
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else
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{
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sMessage = PRC_TEXT_LIGHT_BLUE + sCasterName + PRC_TEXT_ORANGE +" attacks " + sTargetName + ": *hit* " + "(" + IntToString(nDieRoll) + " + " + IntToString(nRangedAttackBonus) + " = " + IntToString(nAttackRoll) + ")";
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}
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// Apply the MIRV and damage effect
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effect eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_MAGICAL);
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// Delay visual effects to simulate missile travel
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float fDelay = fDistance / (3.0 * log(fDistance) + 2.0);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.0f, FALSE));
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DelayCommand(fDelay + 0.1, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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DelayCommand(fDelay + 0.2, SendMessageToPC(oCaster, sMessage));
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}
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else
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{
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// If the attack misses
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sMessage = PRC_TEXT_LIGHT_BLUE + sCasterName + PRC_TEXT_ORANGE + " attacks " + sTargetName + ": *miss* " + "(" + IntToString(nDieRoll) + " + " + IntToString(nRangedAttackBonus) + " = " + IntToString(nAttackRoll) + ")";
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SendMessageToPC(oCaster, sMessage);
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}
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}
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void main()
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{
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// Declare major variables
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nBonus = GetLocalInt(oPC, "InvisibleNeedleBonus");
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if (!GetLocalInt(oPC, "InvisibleNeedleBonus"))
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{
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FloatingTextStringOnCreature("You do not have a spell available of adequate level or type", oPC, FALSE);
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return;
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}
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ForceNeedleAttack(oPC, oTarget, nBonus);
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}
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