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.
70 lines
3.2 KiB
Plaintext
70 lines
3.2 KiB
Plaintext
/*
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18/02/19 by Stratovarius
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Life Fades, Greater
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Master, Breath of Twilight
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Level/School: 7th/Necromancy
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One living creature/level in a 20-ft.-radius spread
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Duration: Instantaneous
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Saving Throw: Fortitude partial
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Spell Resistance: Yes
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Draining shadows erupt around your foes, funneling their essence and energy into the Plane of Shadow.
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Your touch deals 1d6 points of damage per caster level (maximum 20d6) and causes the subject to become exhausted for 1 round per caster level
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(a Fortitude save reduces the damage by half and decreases the exhaustion to fatigue).
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*/
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#include "shd_inc_shdfunc"
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#include "shd_mysthook"
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void main()
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{
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if(!ShadPreMystCastCode()) return;
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object oShadow = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct mystery myst = EvaluateMystery(oShadow, oTarget, (METASHADOW_EXTEND | METASHADOW_EMPOWER | METASHADOW_MAXIMIZE));
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if(myst.bCanMyst)
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{
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int nDie = min(myst.nShadowcasterLevel, 20);
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location lTargetLocation = PRCGetSpellTargetLocation();
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_VAMPIRIC_DRAIN_PRC), lTargetLocation);
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//Declare the spell shape, size and the location. Capture the first target object in the shape.
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTargetLocation, TRUE, OBJECT_TYPE_CREATURE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oShadow))
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{
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SignalEvent(oTarget, EventSpellCastAt(oShadow, myst.nMystId));
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//Get the distance between the target and caster to delay the application of effects
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float fDelay = GetDistanceBetween(oShadow, oTarget)/20.0;
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//Make SR check, and appropriate saving throw(s).
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if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen))
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{
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int nDamage = MetashadowsDamage(myst, 6, nDie);
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myst.eLink = EffectFatigue();
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// Cut it in half on success
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if (PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_SPELL))
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{
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nDamage /= 2;
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myst.eLink = EffectExhausted();
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}
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//Apply delayed effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_NEGBLAST_ENERGY), oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_MAGICAL), oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, myst.eLink, oTarget, myst.fDur, TRUE, myst.nMystId, myst.nShadowcasterLevel));
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}
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}
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//Select the next target within the spell shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0), lTargetLocation, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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} |