98 lines
3.3 KiB
Plaintext
98 lines
3.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: [Harm]
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//:: [NW_S0_Harm.nss]
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//:: Copyright (c) 2000 Bioware Corp.
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//:://////////////////////////////////////////////
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//:: Reduces target to 1d4 HP on successful touch
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//:: attack. If the target is undead it is healed.
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/*
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Anphillia Changes
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This spell now does heals/damages for 10/Caster Level , up to a maximum of
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150, but never as much Damage as to kill the target.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Soleski
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//:: Created On: Jan 18, 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 20, 2001
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//:: Update Pass By: Preston W, On: Aug 1, 2001
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//:: Last Update: Georg Zoeller On: Oct 10, 2004
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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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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int nCasterLvl = GetCasterLevel(OBJECT_SELF);
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// Limit caster level to 15
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if (nCasterLvl > 15)
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nCasterLvl = 15;
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object oTarget = GetSpellTargetObject();
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int nDamage, nHeal;
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int nMetaMagic = GetMetaMagicFeat();
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int nTouch = TouchAttackMelee(oTarget);
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effect eVis = EffectVisualEffect(246);
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effect eVis2 = EffectVisualEffect(VFX_IMP_HEALING_G);
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effect eHeal, eDam;
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//Check that the target is undead
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if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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//Figure out the amount of damage to heal
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nHeal = 10 * nCasterLvl;
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//Set the heal effect
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eHeal = EffectHeal(nHeal);
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//Apply heal effect and VFX impact
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_HARM, FALSE));
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}
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else if (nTouch != FALSE) //GZ: Fixed boolean check to work in NWScript. 1 or 2 are valid return numbers from TouchAttackMelee
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{
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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, SPELL_HARM));
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if (!MyResistSpell(OBJECT_SELF, oTarget))
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{
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//Roll damage
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nDamage = 10 * nCasterLvl;
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// Will Save for half damage
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if (MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC()))
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nDamage = nDamage/2;
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// Prevent killing the enemy
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int nCurrentHP = GetCurrentHitPoints(oTarget);
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if (nDamage > nCurrentHP)
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nDamage = nCurrentHP - 1;
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eDam = EffectDamage(nDamage,DAMAGE_TYPE_NEGATIVE);
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//Apply the VFX impact and effects
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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