Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			101 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|     //::///////////////////////////////////////////////
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| //:: Magic Missile
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| //:: NW_S0_MagMiss
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| //:: Copyright (c) 2001 Bioware Corp.
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| //:://////////////////////////////////////////////
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| /*
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| // A missile of magical energy darts forth from your
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| // fingertip and unerringly strikes its target. The
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| // missile deals 1d4+1 points of damage.
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| //
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| // For every two extra levels of experience past 1st, you
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| // gain an additional missile.
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| */
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| //:://////////////////////////////////////////////
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| //:: Created By: Preston Watamaniuk
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| //:: Created On: April 10, 2001
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| //:://////////////////////////////////////////////
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| //:: Last Updated By: Preston Watamaniuk, On: May 8, 2001
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| 
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| //:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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| #include "prc_inc_spells"
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| 
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| void main()
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| {
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| DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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| SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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| 
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|     if (!X2PreSpellCastCode())
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|         return;
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|         
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|     //Declare major variables  ( fDist / (3.0f * log( fDist ) + 2.0f) )
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|     object oTarget = PRCGetSpellTargetObject();
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|     int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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|     int nCasterLvl = CasterLvl;
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|     int nDamage = 0;
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|     int nMetaMagic = PRCGetMetaMagicFeat();
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|     int nCnt;
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|     effect eMissile = EffectVisualEffect(VFX_IMP_MIRV);
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|     effect eVis = EffectVisualEffect(VFX_IMP_MAGBLUE);
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|     int nMissiles = (nCasterLvl + 1)/2;
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|     float fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
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|     float fDelay = fDist/(3.0 * log(fDist) + 2.0);
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|     float fDelay2, fTime;
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| 
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|     CasterLvl +=SPGetPenetr();
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|     int nClass = GetLevelByClass(CLASS_TYPE_FMM);
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|     if (GetIsObjectValid(PRCGetSpellCastItem())) nClass = 0; // The FMM boosts don't apply to wands/scrolls/etc.
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|     if (nClass >= 3)
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|         CasterLvl += 2;
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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, SPELL_MAGIC_MISSILE));
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|         //Limit missiles to five
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|         if (nMissiles > 5)
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|             nMissiles = 5;
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|         
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|         // Force missile mage adds a bonus missile at 1st and 5th levels
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|         if (nClass) nMissiles++;
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|         if (nClass >= 5) nMissiles++;        
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|         
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|         //Make SR Check
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|         if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay))
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|         {
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|             //Apply a single damage hit for each missile instead of as a single mass
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|             for (nCnt = 1; nCnt <= nMissiles; nCnt++)
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|             {
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|                 //Roll damage
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|                 int nDam = d4(1) + 1;
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|                 //Enter Metamagic conditions
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|                 if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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|                       nDam = 5;//Damage is at max
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|                 if ((nMetaMagic & METAMAGIC_EMPOWER))
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|                       nDam = nDam + nDam/2; //Damage/Healing is +50%
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| 
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|                 fTime = fDelay;
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|                 fDelay2 += 0.1;
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|                 fTime += fDelay2;
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| 
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|                 //Apply the MIRV and damage effect
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|                 nDam += SpellDamagePerDice(OBJECT_SELF, 1);
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|                 effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL);
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|                 DelayCommand(fTime, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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|                 DelayCommand(fTime, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget,0.0f,FALSE));
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|                 DelayCommand(fDelay2, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget));
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|              }
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|          }
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|          else
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|          {
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|             for (nCnt = 1; nCnt <= nMissiles; nCnt++)
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|             {
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|                 SPApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
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|             }
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|          }
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|      }
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| 
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| DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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| // Getting rid of the local integer storing the spellschool name
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| }
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