//:://///////////////////////////////////////////// //:: Name Avasculate //:: FileName prc_avasclt.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /** @file Necromancy [Death, Evil] Sorc/Wizard 7 Range: Close Saving Throw: Fortitude partial Spell Resistance: yes You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin. You must succeed on a ranged touch attack to affect the subject. If successful, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw the subject is not stunned. */ //::////////////////////////////////////////////// //:: Created By: Tenjac //:: Created On: 9/20/05 //:: //:: Modified By: Flaming_Sword //:: Modified On: 9/21/05 //:: //:: Added hold ray functionality - HackyKid //::////////////////////////////////////////////// #include "prc_inc_sp_tch" #include "prc_sp_func" #include "prc_add_spell_dc" //Implements the spell impact, put code here // if called in many places, return TRUE if // stored charges should be decreased // eg. touch attack hits // // Variables passed may be changed if necessary int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent) { int nMetaMagic = PRCGetMetaMagicFeat(); int nSaveDC = PRCGetSaveDC(oTarget, oCaster); int nPenetr = nCasterLevel + SPGetPenetr(); int nHP = GetCurrentHitPoints(oTarget); PRCSignalSpellEvent(oTarget,TRUE, SPELL_AVASCULATE, oCaster); //SPEvilShift(oCaster); //Make touch attack int iAttackRoll = PRCDoRangedTouchAttack(oTarget); //Beam VFX. Ornedan is my hero. ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND, !iAttackRoll), oTarget, 1.0f); if (iAttackRoll) { if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr) && PRCGetIsAliveCreature(oTarget)) { //damage rounds up now int nDam = (nHP - (nHP / 2)); effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL); effect eBeam = EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND); //Blood VFX. Lots of em. effect eBlood = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED); eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED)); eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_REG_RED)); eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE)); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oTarget, 1.0); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBlood, oTarget); if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nSaveDC, SAVING_THROW_TYPE_EVIL)) { effect eStun = EffectStunned(); effect eStunVis = EffectVisualEffect(VFX_IMP_STUN); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eStunVis, oTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, 6.0); } } } return iAttackRoll; //return TRUE if spell charges should be decremented } void main() { object oCaster = OBJECT_SELF; int nCasterLevel = PRCGetCasterLevel(oCaster); PRCSetSchool(GetSpellSchool(PRCGetSpellId())); if (!X2PreSpellCastCode()) return; object oTarget = PRCGetSpellTargetObject(); int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags if(!nEvent) //normal cast { if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget) { //holding the charge, casting spell on self SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges return; } if (oCaster != oTarget) //cant target self with this spell, only when holding charge DoSpell(oCaster, oTarget, nCasterLevel, nEvent); } else { if(nEvent & PRC_SPELL_EVENT_ATTACK) { if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent)) DecrementSpellCharges(oCaster); } } PRCSetSchool(); }