PRC8_fork/nwn/nwnprc/trunk/psionics/psi_pyro_bolt.nss

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/*
prc_pyro_bolt
Bolt of Fire
By: Flaming_Sword
Created: Dec 6, 2007
Modified: Dec 6, 2007
*/
#include "prc_inc_sp_tch"
void main()
{
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nDamageType = GetPersistantLocalInt(oPC, "PyroDamageType");
int nLevel = (GetLevelByClass(CLASS_TYPE_PYROKINETICIST, oPC));
int iAttackRoll = 0;
int nImpactVFX = GetPersistantLocalInt(oPC, "PyroImpactVFX");
int nBeam = GetPersistantLocalInt(oPC, "PyroBeam");
int nDam = (nDamageType == DAMAGE_TYPE_SONIC) ? d4(nLevel) : d6(nLevel); //reduced damage dice
if((nDamageType == DAMAGE_TYPE_COLD) || (nDamageType == DAMAGE_TYPE_ELECTRICAL) || (nDamageType == DAMAGE_TYPE_ACID))
nDam = PRCMax(nLevel, nDam - nLevel); //minimum of 1 per die
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_BOLT_OF_FIRE));
iAttackRoll = PRCDoRangedTouchAttack(oTarget);
if(iAttackRoll > 0)
{
// perform ranged touch attack and apply sneak attack if any exists
ApplyTouchAttackDamage(oPC, oTarget, iAttackRoll, nDam, nDamageType);
PRCBonusDamage(oTarget);
//Apply the VFX impact and damage effect
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nImpactVFX), oTarget);
}
effect eRay = EffectBeam(nBeam, OBJECT_SELF, BODY_NODE_HAND, !iAttackRoll);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
}
}