PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_disruptwp.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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