//:://///////////////////////////////////////////// //:: Flare //:: [X0_S0_Flare.nss] //:: Copyright (c) 2002 Bioware Corp. //::////////////////////////////////////////////// /* Creature hit by ray loses 1 to attack rolls. DURATION: 10 rounds. */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: July 17 2002 //::////////////////////////////////////////////// //:: altered by mr_bumpkin Dec 4, 2003 for prc stuff #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { //if (GetHasFeat(FEAT_SHADOWWEAVE,OBJECT_SELF)) return; DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION); /* 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 object oTarget = PRCGetSpellTargetObject(); int CasterLvl = PRCGetCasterLevel(OBJECT_SELF); int nCasterLevel = CasterLvl + SPGetPenetr(); effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 416)); // * Apply the hit effect so player knows something happened SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); // If already blinded no affect if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget) && (GetRacialType(oTarget) != RACIAL_TYPE_OOZE) && PRCGetIsAliveCreature(oTarget)) { //Make SR Check if((!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLevel))) { if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,OBJECT_SELF)))) { //Set damage effect effect eBad = EffectAttackDecrease(1+(nCasterLevel/4)); //Apply the VFX impact and damage effect SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBad, oTarget, RoundsToSeconds(10),TRUE,-1,CasterLvl); } } } } DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Erasing the variable used to store the spell's spell school }