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.
155 lines
5.0 KiB
Plaintext
155 lines
5.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Harm
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//:: Spell FileName PHS_S_Harm
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy
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Level: Clr 6, Destruction 6
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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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Target: Creature touched
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Duration: Instantaneous
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Saving Throw: Will half; see text
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Spell Resistance: Yes
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Harm charges a subject with negative energy that deals 10 points of damage
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per caster level (to a maximum of 150 points at 15th level). If the creature
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successfully saves, harm deals half this amount, but it cannot reduce the
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target’s hit points to less than 1.
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If used on an undead creature, harm acts like heal.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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3.5 rules are much fairer now.
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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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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_HARM)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nCasterLevel = PHS_GetCasterLevel();
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int nTargetHP = GetCurrentHitPoints(oTarget);
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int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10);
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int nTouch;
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// Declare effects
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effect eHeal = EffectHeal(nMaxHealHarm);
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
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effect eCheck;
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int nEffectType, nEffectSpellID;
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// Check if the target is alive
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if(PHS_GetIsAliveCreature(oTarget))
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{
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL);
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// Touch melee attack
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nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE);
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// Visual effects hit/miss
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PHS_ApplyTouchVisual(oTarget, VFX_IMP_SUNSTRIKE, nTouch);
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// Does it hit?
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if(nTouch)
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{
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// Double damage on critical!
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if(nTouch == 2)
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{
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nMaxHealHarm *= 2;
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}
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Spell resistance
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Check will save
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if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NEGATIVE))
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{
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// Half damage
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nMaxHealHarm /= 2;
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}
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// Declare damage
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// - Cannot be able to kill them
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if(nTargetHP > 1)
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{
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if(nMaxHealHarm > nTargetHP)
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{
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nMaxHealHarm = nTargetHP - 1;
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}
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// Apply damage
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PHS_ApplyDamageToObject(oTarget, nMaxHealHarm, DAMAGE_TYPE_NEGATIVE);
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}
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}
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}
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}
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}
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// Must be undead to heal
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else if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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// We remove all the things in a effect loop.
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// ability damage, blinded, confused,
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// dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,
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// insanity, nauseated, sickened, stunned, and poisoned.
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eCheck = GetFirstEffect(oTarget);
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// Loop effects
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while(GetIsEffectValid(eCheck))
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{
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nEffectType = GetEffectType(eCheck);
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nEffectSpellID = GetEffectSpellId(eCheck);
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// Remove cirtain spells
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switch(nEffectSpellID)
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{
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case PHS_SPELL_INSANITY:
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case PHS_SPELL_FEEBLEMIND:
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// - Dazzeled
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//case PHS_SPELL_FLARE:
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RemoveEffect(oTarget, eCheck);
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break;
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// Other effects
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default:
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{
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// Remove cirtain effects
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switch(nEffectType)
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{
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case EFFECT_TYPE_DAZED:
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case EFFECT_TYPE_DEAF:
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case EFFECT_TYPE_DISEASE:
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case EFFECT_TYPE_STUNNED:
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case EFFECT_TYPE_POISON:
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{
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RemoveEffect(oTarget, eCheck);
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}
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break;
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}
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}
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break;
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}
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// Get next effect
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eCheck = GetNextEffect(oTarget);
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}
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// Remove fatige
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PHS_RemoveFatigue(oTarget);
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// We heal damage after
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PHS_ApplyInstantAndVFX(oTarget, eHealVis, eHeal);
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}
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}
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