PRC8/nwn/nwnprc/trunk/smp/phs_s_healmount.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 Heal Mount
//:: Spell FileName PHS_S_HealMount
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Healing)
Level: Pal 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like heal, but it affects only the paladins special
mount (typically a warhorse).
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Acts as heal, only if the mount if selected.
A special integer makes this possible. Must also be in the party.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_HEAL_MOUNT)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nCasterLevel = PHS_GetCasterLevel();
int nTargetHP = GetCurrentHitPoints(oTarget);
// Max to heal is 150
int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10, 150);
int nTouch;
// Declare effects
effect eHeal = EffectHeal(nMaxHealHarm);
effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
// Must be the paladin's mount
if(GetMaster(oTarget) == oCaster &&
GetLocalInt(oTarget, "PHS_HORSE") == TRUE)
{
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL_MOUNT);
// We remove all the things in a effect loop.
PHS_HealSpellRemoval(oTarget);
// Remove fatige
PHS_RemoveFatigue(oTarget);
// We heal damage after
PHS_ApplyInstantAndVFX(oTarget, eHealVis, eHeal);
}
}