DoMissileStorm

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DoMissileStorm(int, int, int, int, int, int, int, int)

Fires a storm of missiles at targets in area.

void DoMissileStorm(
    int nD6Dice,
    int nCap,
    int nSpell,
    int nMIRV = VFX_IMP_MIRV,
    int nVIS = VFX_IMP_MAGBLUE,
    int nDAMAGETYPE = DAMAGE_TYPE_MAGICAL,
    int nONEHIT = FALSE,                        
    int nReflexSave = FALSE
);

Parameters

nD6Dice

Number of 6 sided die to roll.

nCap

Maximum number of missiles to fire.

nSpell

SPELL_* .

nMIRV

VFX_IMP_* . Missile visual effect (Default: VFX_IMP_MIRV).

nVIS

VFX_IMP_* . Missile impact visual effect (Default: VFX_IMP_MAGBLUE).

nDAMAGETYPE

DAMAGE_TYPE_* . Type of damage to be dealt.(Default: DAMAGE_TYPE_MAGICAL).

nONEHIT

Can the target creature take damage multiple times within the same round from a single spell. (Default: FALSE).

nReflexSave

Should the target creature attempt to roll a reflex saving throw? (Default: FALSE).


Description

Fires a volley of missiles around the area of the object selected.

Each missile does (nD6Dice)d6 damage.

Damage algorithm:
1. Count # of visible hostile targets within a gargantuan sphere.
2. Determine number of missiles.
3. First target gets a missile and all excess missiles.
4. Rest of targets (max nMissiles) get one missile.



Remarks

nCap cannot be greater than the caster's class level.

If nDAMAGETYPE is either DAMAGE_TYPE_ELECTRICAL or DAMAGE_TYPE_FIRE then the target creature rolls a reflex saving throw to adjust the damage. For use with the Firebrand spell.

The target creature attempts to avoid taking damage by doing a spell resistance check.

Damage dealt can be increased by the Maximize and Empower feats.


Requirements

#include " x0_i0_spells "


Version

???

See Also

constants: 

VFX_IMP_*



author: Mistress, editor: Kolyana