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.
75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Phantasmal Killer
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//:: Spell FileName phs_s_phankill
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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20M range. 1 living creature target. Fear/Mind affecting. Will disbelief,
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then fort partial. SR applies. If will save fails, the beast touches the
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target, then, if they fail a fortitude save, it dies, else 3d6 damage.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Helm of telepathy removed, I am afraid.
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Could add it later :-P
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- It is currently FEAR and DEATH type saves...
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- Might change to FEAR and MIND, as the spell describes...
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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_PHANTASMAL_KILLER)) return;
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// Declare target variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// Damage
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int nDam = PHS_MaximizeOrEmpower(6, 3, nMetaMagic);
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// Declare effects
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effect eDeath = EffectDeath();
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effect eDeathVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eDamVis = EffectVisualEffect(VFX_IMP_SONIC);
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Signal Event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PHANTASMAL_KILLER);
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// Spell resistance and immunity check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Will save - Disbelief (fear spell)
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// - Fear will be picked up VIA. Mind immunity. Fear saves are more important
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// to have (EG: Greater Heroism only protects VS fear)
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if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FEAR) &&
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!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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// Fortitude save for partial
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if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_DEATH))
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{
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// FAIL: Death
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PHS_ApplyInstantAndVFX(oTarget, eDeathVis, eDeath);
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}
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else
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{
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// FAIL: Damage
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PHS_ApplyDamageVFXToObject(oTarget, eDamVis, nDam);
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}
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}
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}
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}
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}
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