115 lines
3.4 KiB
Plaintext
115 lines
3.4 KiB
Plaintext
|
//::///////////////////////////////////////////////
|
||
|
//:: Quillfire
|
||
|
//:: [x0_s0_quillfire.nss]
|
||
|
//:: Copyright (c) 2002 Bioware Corp.
|
||
|
//:://////////////////////////////////////////////
|
||
|
/*
|
||
|
Fires a cluster of quills at a target. Ranged Attack.
|
||
|
2d8 + 1 point /2 levels (max 5)
|
||
|
|
||
|
*/
|
||
|
//:://////////////////////////////////////////////
|
||
|
//:: Created By: Brent
|
||
|
//:: Created On: July 17 2002
|
||
|
//:://////////////////////////////////////////////
|
||
|
//:: Last Updated By: Andrew Nobbs May 02, 2003
|
||
|
|
||
|
|
||
|
#include "ke_spell_factor"
|
||
|
|
||
|
#include "NW_I0_SPELLS"
|
||
|
#include "x2_inc_spellhook"
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
|
||
|
/*
|
||
|
Spellcast Hook Code
|
||
|
Added 2003-06-20 by Georg
|
||
|
If you want to make changes to all spells,
|
||
|
check x2_inc_spellhook.nss to find out more
|
||
|
|
||
|
*/
|
||
|
|
||
|
if (!X2PreSpellCastCode())
|
||
|
{
|
||
|
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// End of Spell Cast Hook
|
||
|
|
||
|
|
||
|
//Declare major variables ( fDist / (3.0f * log( fDist ) + 2.0f) )
|
||
|
object oTarget = GetSpellTargetObject();
|
||
|
int nCasterLvl = GetCasterLevel(OBJECT_SELF);
|
||
|
int nDamage = 0;
|
||
|
int nMetaMagic = GetMetaMagicFeat();
|
||
|
int nCnt;
|
||
|
effect eVis = EffectVisualEffect(VFX_IMP_ACID_S);
|
||
|
|
||
|
if(!GetIsReactionTypeFriendly(oTarget))
|
||
|
{
|
||
|
//Fire cast spell at event for the specified target
|
||
|
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_QUILLFIRE));
|
||
|
//Apply a single damage hit for each missile instead of as a single mass
|
||
|
//Make SR Check
|
||
|
{
|
||
|
// BK: No spell resistance for quillfire
|
||
|
//if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
|
||
|
{
|
||
|
//eMissile = EffectVisualEffect(VFX_IMP_MIRV_FLAME);
|
||
|
//Roll damage
|
||
|
int nDam = (d6(nCasterLvl))+30;
|
||
|
//Enter Metamagic conditions
|
||
|
if (nMetaMagic == METAMAGIC_MAXIMIZE)
|
||
|
{
|
||
|
nDam = (6*(nCasterLvl))+30;//Damage is at max
|
||
|
}
|
||
|
if (nMetaMagic == METAMAGIC_EMPOWER)
|
||
|
{
|
||
|
nDam = nDam + nDam/2; //Damage/Healing is +50%
|
||
|
}
|
||
|
//* apply bonus damage for level
|
||
|
int nBonus = GetCasterLevel(OBJECT_SELF) / 2;
|
||
|
if (nBonus > 0)
|
||
|
{
|
||
|
nBonus = 0;
|
||
|
}
|
||
|
nDam = nDam + nBonus;
|
||
|
|
||
|
//starting the grand circus of importing and converting back and forth //
|
||
|
|
||
|
float fDamage = IntToFloat(nDam);
|
||
|
|
||
|
// multiplaying damage with fFactor //
|
||
|
|
||
|
float fFactor = CalculateFactor();
|
||
|
|
||
|
fDamage = fDamage * fFactor;
|
||
|
|
||
|
// converting the float damage back to INT damage so we can use it again //
|
||
|
|
||
|
int nDam2 = FloatToInt(fDamage);
|
||
|
|
||
|
// Done and remember to change nDamage with nDamage2 below :) //
|
||
|
|
||
|
|
||
|
effect eDam = EffectDamage(nDam2, DAMAGE_TYPE_MAGICAL);
|
||
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
|
||
|
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget);
|
||
|
// * also applies poison damage
|
||
|
effect ePoison = EffectPoison(POISON_LARGE_SCORPION_VENOM);
|
||
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget);
|
||
|
|
||
|
//Apply the MIRV and damage effect
|
||
|
//ApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|