forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
100 lines
3.7 KiB
Plaintext
100 lines
3.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Disrupting Weapon
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//:: Spell FileName PHS_S_DisruptWp
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Clr 5
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Targets: One melee weapon
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Duration: 1 round/level
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Saving Throw: Will negates (harmless, object); see text
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Spell Resistance: Yes (harmless, object)
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This spell makes a melee weapon deadly to undead. Any undead creature with
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HD equal to or less than your caster level must succeed on a Will save or be
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destroyed utterly if struck in combat with this weapon. Spell resistance
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does not apply against the destruction effect.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Special On hit effect that kills undead.
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Sets a local on the weapon for the caster level, as well.
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Quote: x2_s3_darkfire
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We need to use this property because we can not
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add random elemental damage to a weapon in any
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other way and implementation should be as close
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as possible to the book.
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Behavior:
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The casterlevel is set as a variable on the
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weapon, so if players leave and rejoin, it
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is lost (and the script will just assume a
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minimal caster level).
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We set the DC onto the weapon as a local int. PHS_S_DisruptWpA has the
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actual "On hit" stuff.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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// These hold the all important weapon functions. Will seperate later and modify.
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#include "prc_x2_itemprop"
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void AddDisruptEffectToWeapon(object oTarget, float fDuration, int nCasterLevel)
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{
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// If the spell is cast again, any previous itemproperties matching are removed.
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IPSafeAddItemProperty(oTarget, ItemPropertyOnHitCastSpell(PHS_IP_CONST_ONHIT_CASTSPELL_DISRUPTING_WEAPON, nCasterLevel), fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
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IPSafeAddItemProperty(oTarget, ItemPropertyVisualEffect(ITEM_VISUAL_HOLY), fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, TRUE);
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return;
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}
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_DISRUPTING_WEAPON)) return;
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// Declare major variables
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object oTarget = GetSpellTargetObject(); // Should be object self.
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// Duration in rounds
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(SPELL_MAGE_ARMOR);
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// Get weapon cast on
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object oMyWeapon = IPGetTargetedOrEquippedMeleeWeapon();
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object oWeaponPossessor = GetItemPossessor(oMyWeapon);
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if(GetIsObjectValid(oMyWeapon))
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{
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// Signal spell cast at.
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PHS_SignalSpellCastAt(oWeaponPossessor, PHS_SPELL_DISRUPTING_WEAPON, FALSE);
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// haaaack: store caster level on item for the on hit spell to work properly
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PHS_ApplyDurationAndVFX(oWeaponPossessor, eVis, eCessate, fDuration);
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AddDisruptEffectToWeapon(oMyWeapon, fDuration, nCasterLevel);
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SetLocalInt(oMyWeapon, "PHS_DISRUPTING_WEAPON_DC", nSpellSaveDC);
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return;
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}
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else
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{
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// * Spell Failed - Target must be a melee weapon or creature
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// with a melee weapon equipped *
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FloatingTextStrRefOnCreature(83615, OBJECT_SELF);
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return;
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}
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}
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