//:://///////////////////////////////////////////// //:: Bolt: Confuse //:: NW_S1_BltConf //:: 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 //::////////////////////////////////////////////// #include "prc_inc_spells" //#include "wm_include" #include "NW_I0_SPELLS" void main() { //if (WildMagicOverride()) { return; } //:: Declare major variables object oNPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); int nHD = GetHitDice(oNPC); int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); int nDC = 10 +nCHAMod+ (nHD/2); int nCount = (nHD + 1) / 2; nCount = GetScaledDuration(nCount, oTarget); effect eVis2 = EffectVisualEffect(VFX_IMP_CONFUSION_S); effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); effect eBolt = EffectConfused(); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eLink = EffectLinkEffects(eBolt, eDur); eLink = EffectLinkEffects(eLink, eVis); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CONFUSE)); //Make a saving throw check if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) { //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget); } }