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.
119 lines
4.0 KiB
Plaintext
119 lines
4.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Heal
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//:: Spell FileName PHS_S_Heal
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 6, Drd 7, Healing 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: Living Creature or Undead touched
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Duration: Instantaneous
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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Heal enables you to channel positive energy into a creature to wipe away
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injury and afflictions. It immediately ends any and all of the following
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adverse conditions affecting the Living Target: ability damage, blinded,
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confused, dazed, dazzled, deafened, diseased, exhausted, fatigued,
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feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It
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also cures 10 hit points of damage per level of the caster, to a maximum
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of 150 points at 15th level.
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Heal does not remove negative levels, restore permanently drained levels,
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or restore permanently drained ability score points.
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If used against an undead creature, heal instead acts like harm.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the description.
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- Removes the insanity spell effect
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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_HEAL)) 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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// Max to heal is 150
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int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10, 150);
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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 eDamageVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL);
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// Check if the target is Undead for damage
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if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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// Touch melee attack
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nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE);
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// Hit/miss visual effect
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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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// Will Save for half damage
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nMaxHealHarm = PHS_GetAdjustedDamage(SAVING_THROW_WILL, nMaxHealHarm, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_POSITIVE);
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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_POSITIVE);
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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 alive to heal
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else if(PHS_GetIsAliveCreature(oTarget))
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{
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// We remove all the things in a effect loop.
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PHS_HealSpellRemoval(oTarget);
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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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