Moved PRC'd creature abilities from module to new top hak
Moved PRC'd creature abilities from module to new top hak.
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58
_content/hak/aantioch_top/nw_s1_bltfire.nss
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58
_content/hak/aantioch_top/nw_s1_bltfire.nss
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//::///////////////////////////////////////////////
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//:: Bolt: Fire
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//:: NW_S1_BoltFire
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature must make a ranged touch attack to hit
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the intended target. Reflex or Will save is
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needed to halve damage or avoid effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: May 11 , 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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//#include "wm_include"
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void main()
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{
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//if (WildMagicOverride()) { return; }
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//:: Declare major variables
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object oNPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nHD = GetHitDice(oNPC);
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int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC);
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int nDC = 10 +nCHAMod+ (nHD/2);
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int nCount = nHD/2;
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if (nCount == 0) { nCount = 1; }
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int nDamage = d6(nCount);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eBolt;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_FIRE));
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE);
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//Make a ranged touch attack
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int nTouch = TouchAttackRanged(oTarget);
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if(nTouch > 0)
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{
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if(nTouch == 2)
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{
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nDamage *= 2;
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}
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//Set damage effect
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eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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{
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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