Initial upload.
Adding base PRC 4.19a files to repository.
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132
trunk/spells/nw_s0_lghtnbolt.nss
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132
trunk/spells/nw_s0_lghtnbolt.nss
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//::///////////////////////////////////////////////
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//:: Lightning Bolt
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//:: NW_S0_LightnBolt
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Does 1d6 per level in a 5ft tube for 30m
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Noel Borstad
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//:: Created On: March 8, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Preston Watamaniuk, On: May 2, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);
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int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_ELECTRICAL);
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int nCasterLevel = CasterLvl;
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//Limit caster level
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if (nCasterLevel > 10)
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{
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nCasterLevel = 10;
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}
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int nDamage;
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int nMetaMagic = PRCGetMetaMagicFeat();
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//Set the lightning stream to start at the caster's hands
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effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF, BODY_NODE_HAND);
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effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
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effect eDamage;
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object oTarget = PRCGetSpellTargetObject();
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location lTarget = GetLocation(oTarget);
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object oNextTarget, oTarget2;
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float fDelay;
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int nCnt = 1;
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CasterLvl +=SPGetPenetr();
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, nCnt);
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while(GetIsObjectValid(oTarget2) && GetDistanceToObject(oTarget2) <= 30.0)
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{
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//Get first target in the lightning area by passing in the location of first target and the casters vector (position)
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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while (GetIsObjectValid(oTarget))
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{
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//Exclude the caster from the damage effects
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if (oTarget != OBJECT_SELF && oTarget2 == oTarget)
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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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_LIGHTNING_BOLT));
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//Make an SR check
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl))
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{
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int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
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//Roll damage
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nDamage = d6(nCasterLevel);
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//Enter Metamagic conditions
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 6 * nCasterLevel;//Damage is at max
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
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}
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nDamage += SpellDamagePerDice(OBJECT_SELF, nCasterLevel);
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//Adjust damage based on Reflex Save, Evasion and Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY);
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//Set damage effect
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eDamage = PRCEffectDamage(oTarget, nDamage, EleDmg);
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if(nDamage > 0)
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{
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fDelay = PRCGetSpellEffectDelay(GetLocation(oTarget), oTarget);
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//Apply VFX impcat, damage effect and lightning effect
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT,eDamage,oTarget));
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PRCBonusDamage(oTarget);
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget));
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}
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}
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,1.0,FALSE);
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//Set the currect target as the holder of the lightning effect
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oNextTarget = oTarget;
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eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNextTarget, BODY_NODE_CHEST);
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}
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}
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//Get the next object in the lightning cylinder
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, 30.0, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, GetPosition(OBJECT_SELF));
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}
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nCnt++;
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oTarget2 = GetNearestObject(OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, OBJECT_SELF, nCnt);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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