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.
59 lines
2.0 KiB
Plaintext
59 lines
2.0 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Stabilize
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//:: FileName sp_stabilize.nss
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//:://////////////////////////////////////////////
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/** @file Conjuration (Healing)
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Level: Cleric 2, Paladin 2,
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Components: V, S, DF,
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Casting Time: 1 swift action
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Area: 50-ft.-radius burst centered on you
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Duration: Instantaneous
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Saving Throw: Will negates (harmless); see text
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Spell Resistance: Yes (harmless)
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This spell, designed to work on the battlefield,
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allows you to stabilize the dying all around you.
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A burst of positive energy spreads out from you,
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healing 1 point of damage to all living creatures
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in the affected area, whether allied or not. This
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spell deals 1 point of damage to undead creatures,
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which are allowed a Will saving throw to negate
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the effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 7/25/22
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_CONJURATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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location lLoc = GetLocation(oPC);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(50), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_DIVINE), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(DAMAGE_TYPE_POSITIVE, 1), oTarget);
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}
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else
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HEAD_HEAL), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectHeal(1), oTarget);
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(50), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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}
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PRCSetSchool();
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} |