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.
114 lines
4.2 KiB
Plaintext
114 lines
4.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Enervation
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//:: Spell FileName PHS_S_Enervation
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy
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Level: Sor/Wiz 4
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (8M)
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Effect: Ray of negative energy
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Duration: 1 hour/level
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Saving Throw: None
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Spell Resistance: Yes
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You point your finger and utter the incantation, releasing a black ray of
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crackling negative energy that suppresses the life force of any living
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creature it strikes. You must make a ranged touch attack to hit. If the
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attack succeeds, the subject gains 1d4 negative levels (not modified by a
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critical on any touch attack rolls).
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If the subject has at least as many negative levels as HD, it dies. Each
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negative level gives a creature a -1 penalty on attack rolls, saving throws,
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skill checks, ability checks, and effective level (for determining the power,
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duration, DC, and other details of spells or special abilities).
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Additionally, a spellcaster loses one spell or spell slot from his or her
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highest available level. Negative levels stack.
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Assuming the subject survives, it regains lost levels after a number of
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hours equal to your caster level (maximum 15 hours). Usually, negative
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levels have a chance of permanently draining the victim’s levels, but the
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negative levels from enervation don’t last long enough to do so.
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An undead creature struck by the ray gains 1d4x5 temporary hit points for
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1 hour.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Delayed application of the effect, so it stacks.
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Can be cast if they have the effect.
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The temp HP also stacks!
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_ENERVATION)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// 1d4 negative levels
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int nNegativeLevels = PHS_MaximizeOrEmpower(4, 1, nMetaMagic);
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// Duration in hours (max 15)
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float fDuration = PHS_GetDuration(PHS_HOURS, PHS_LimitInteger(nCasterLevel, 15), nMetaMagic);
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// 1 hour
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float fDurationHP = PHS_GetDuration(PHS_HOURS, 1, nMetaMagic);
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// Delay is Range based
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float fDelay = GetDistanceToObject(oTarget)/10;
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// Declare effects
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effect eNegativeLevels = EffectNegativeLevel(nNegativeLevels);
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effect eNegativeVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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effect eNegativeBeam;
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// Good effects
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effect eTempHP = EffectTemporaryHitpoints(nNegativeLevels * 5);
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effect eTempHPCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eTempHPVis = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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// Link good
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effect eLinkHP = EffectLinkEffects(eTempHP, eTempHPCessate);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENERVATION);
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// Touch beam effect
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PHS_ApplyTouchBeam(oTarget, VFX_BEAM_EVIL, nTouch);
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// Ray ranged Touch attack
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if(PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Undead check (if undead, we always apply temp HP)
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if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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// Temp HP
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DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eTempHPVis, eLinkHP, fDurationHP));
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}
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// Reaction type check
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else if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Else we will check spell resistance and immunty, then apply
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if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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{
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// Apply
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DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eNegativeVis, eNegativeLevels, fDuration));
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}
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}
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}
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}
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