PRC8/nwn/nwnprc/trunk/smp/phs_s_holysmite.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: 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);
}
}