forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Drown
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//:: [X0_S0_Drown.nss]
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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if the creature fails a FORT throw.
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Does not work against Undead, Constructs, or Elementals.
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January 2003:
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- Changed to instant kill the target.
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May 2003:
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- Changed damage to 90% of current HP, instead of instant kill.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: July 26 2002
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//:://////////////////////////////////////////////
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//:: Last Update By: Andrew Nobbs May 01, 2003
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLevel = PRCGetCasterLevel(OBJECT_SELF);
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int nDam = GetCurrentHitPoints(oTarget);
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//Set visual effect
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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effect eDam;
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//Check faction of target
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nCasterLevel +=SPGetPenetr();
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 437));
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//Make SR Check
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget,nCasterLevel))
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{
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// * certain racial types are immune
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if ((MyPRCGetRacialType(oTarget) != RACIAL_TYPE_CONSTRUCT)
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&&(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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&&(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_ELEMENTAL))
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{
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//Make a fortitude save
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (PRCGetSaveDC(oTarget,OBJECT_SELF))))
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{
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nDam = FloatToInt(nDam * 0.9);
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eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_BLUDGEONING);
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//Apply the VFX impact and damage effect
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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}
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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