2024-02-11 14:01:05 -05:00
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/*
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prc_pyro_bolt
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Bolt of Fire
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By: Flaming_Sword
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Created: Dec 6, 2007
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Modified: Dec 6, 2007
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*/
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#include "prc_inc_sp_tch"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nDamageType = GetPersistantLocalInt(oPC, "PyroDamageType");
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int nLevel = (GetLevelByClass(CLASS_TYPE_PYROKINETICIST, oPC));
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int iAttackRoll = 0;
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int nImpactVFX = GetPersistantLocalInt(oPC, "PyroImpactVFX");
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int nBeam = GetPersistantLocalInt(oPC, "PyroBeam");
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int nDam = (nDamageType == DAMAGE_TYPE_SONIC) ? d4(nLevel) : d6(nLevel); //reduced damage dice
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if((nDamageType == DAMAGE_TYPE_COLD) || (nDamageType == DAMAGE_TYPE_ELECTRICAL) || (nDamageType == DAMAGE_TYPE_ACID))
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2025-01-29 22:46:38 -05:00
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nDam = PRCMax(nLevel, nDam - nLevel); //minimum of 1 per die
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2024-02-11 14:01:05 -05:00
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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_BOLT_OF_FIRE));
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iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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if(iAttackRoll > 0)
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{
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// perform ranged touch attack and apply sneak attack if any exists
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ApplyTouchAttackDamage(oPC, oTarget, iAttackRoll, nDam, nDamageType);
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PRCBonusDamage(oTarget);
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//Apply the VFX impact and damage effect
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nImpactVFX), oTarget);
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}
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effect eRay = EffectBeam(nBeam, OBJECT_SELF, BODY_NODE_HAND, !iAttackRoll);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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}
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}
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