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.
151 lines
5.5 KiB
Plaintext
151 lines
5.5 KiB
Plaintext
/*:://////////////////////////////////////////////
|
|
//:: Spell Name Holy Smite
|
|
//:: Spell FileName PHS_S_HolySmite
|
|
//:://////////////////////////////////////////////
|
|
//:: In Game Spell desctiption
|
|
//:://////////////////////////////////////////////
|
|
Evocation [Good]
|
|
Level: Good 4
|
|
Components: V, S
|
|
Casting Time: 1 standard action
|
|
Range: Medium (20M)
|
|
Area: 6.67-M.-radius burst
|
|
Duration: Instantaneous (1 round); see text
|
|
Saving Throw: Will partial; see text
|
|
Spell Resistance: Yes
|
|
|
|
You draw down holy power to smite your enemies. Only evil and neutral
|
|
creatures are harmed by the spell; good creatures are unaffected.
|
|
|
|
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to
|
|
each evil creature in the area (or 1d6 points of damage per caster level,
|
|
maximum 10d6, to an evil outsider) and causes it to become blinded for 1
|
|
round. A successful Will saving throw reduces damage to half and negates the
|
|
blinded effect.
|
|
|
|
The spell deals only half damage to creatures who are neither good nor evil,
|
|
and they are not blinded. Such a creature can reduce that damage by half
|
|
(down to one-quarter of the roll) with a successful Will save.
|
|
//:://////////////////////////////////////////////
|
|
//:: Spell Effects Applied / Notes
|
|
//:://////////////////////////////////////////////
|
|
Good = No damage
|
|
Neutral = Half damage, can quarter on a will save. Never blinded.
|
|
Evil = Full damage, can half on a will save. Blinded on fail.
|
|
|
|
Hits non-good people.
|
|
|
|
Hits for up to 5d6 damage, or 10d6 VS outsiders.
|
|
|
|
Neutrals take /2 damage.
|
|
|
|
This is taken from Chaos Hammer's script, but replaces slow with 1 round
|
|
blindness and changes alignemnts
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Jasperre
|
|
//::////////////////////////////////////////////*/
|
|
|
|
#include "PHS_INC_SPELLS"
|
|
|
|
void main()
|
|
{
|
|
// Spell Hook Check.
|
|
if(!PHS_SpellHookCheck(PHS_SPELL_CHAOS_HAMMER)) return;
|
|
|
|
// Delcare major variables.
|
|
object oCaster = OBJECT_SELF;
|
|
object oTarget;
|
|
location lTarget = GetSpellTargetLocation();
|
|
int nCasterLevel = GetCasterLevel(oCaster);
|
|
int nMetaMagic = PHS_GetMetaMagicFeat();
|
|
int nAlignment, nDam;
|
|
int nSpellSaveDC = GetSpellSaveDC();
|
|
float fDelay;
|
|
|
|
// Duration of blindness is 1 round
|
|
float fDuration = PHS_GetDuration(PHS_ROUNDS, 1, nMetaMagic);
|
|
|
|
// Delcare Effects
|
|
effect eVis = EffectVisualEffect(VFX_COM_HIT_DIVINE);
|
|
effect eVisBlind = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
|
|
effect eBlind = EffectBlindness();
|
|
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
|
effect eLink = EffectLinkEffects(eBlind, eDur);
|
|
eLink = EffectLinkEffects(eLink, eVisBlind);
|
|
|
|
// how much damage dice?
|
|
// 1d8 damage/2 caster levels. We do 1d6/caster level to outsiders
|
|
int nOutsiderDice = PHS_LimitInteger(nCasterLevel, 10);
|
|
|
|
// Normal dice will be nOutsiderDice/2, or 1 per 2 caster levels.
|
|
int nNormalDice = PHS_LimitInteger(nOutsiderDice/2);
|
|
|
|
// Apply AOE visual
|
|
effect eImpact = EffectVisualEffect(PHS_VFX_FNF_HOLY_SMITE);
|
|
PHS_ApplyLocationVFX(lTarget, eImpact);
|
|
|
|
// Loop all targets in the area.
|
|
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE);
|
|
while(GetIsObjectValid(oTarget))
|
|
{
|
|
// Alignment check and PvP check
|
|
nAlignment = GetAlignmentGoodEvil(oTarget);
|
|
if(nAlignment != ALIGNMENT_GOOD &&
|
|
!GetIsReactionTypeFriendly(oTarget) &&
|
|
// Make sure they are not immune to spells
|
|
!PHS_TotalSpellImmunity(oTarget))
|
|
{
|
|
// Signal spell cast at
|
|
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_CHAOS_HAMMER);
|
|
|
|
// Delay
|
|
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
|
|
|
|
// Get random damage
|
|
if(GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
|
|
{
|
|
nDam = PHS_MaximizeOrEmpower(6, nOutsiderDice, nMetaMagic);
|
|
}
|
|
else
|
|
{
|
|
nDam = PHS_MaximizeOrEmpower(8, nNormalDice, nMetaMagic);
|
|
}
|
|
// Half damage if only neutral
|
|
if(nAlignment == ALIGNMENT_NEUTRAL)
|
|
{
|
|
// Divide by 2.
|
|
nDam /= 2;
|
|
}
|
|
// Will saving throw for half damage, and no slow.
|
|
// - Chaos Saving throw.
|
|
// If we SAVE it does half damage - no slow
|
|
if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_GOOD))
|
|
{
|
|
// No slow - hald damage
|
|
nDam /= 2;
|
|
if(nDam > 0)
|
|
{
|
|
// Do damage and VFX
|
|
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Else, full damage. If not neutral, slow for 1d6 rounds
|
|
|
|
// Do damage and VFX
|
|
DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_DIVINE));
|
|
|
|
// If not alignment neutral, we apply blindess as they failed the save.
|
|
if(nAlignment != ALIGNMENT_NEUTRAL)
|
|
{
|
|
// Apply blindness for fDuration, and instantly!
|
|
PHS_ApplyDuration(oTarget, eLink, fDuration);
|
|
}
|
|
}
|
|
}
|
|
// Get next target
|
|
oTarget = GetNextObjectInShape(SHAPE_SPHERE, 6.67, lTarget, TRUE);
|
|
}
|
|
}
|