PRC8/nwn/nwnprc/trunk/smp/phs_s_slayliving.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 Slay Living
//:: Spell FileName PHS_S_ SlayLiving
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You can slay any one living creature. You must succeed on a melee touch attack
to touch the subject, and it can avoid death with a successful Fortitude save.
If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Death and whatever. Needs a living target.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_SLAY_LIVING)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nCasterLevel = PHS_GetCasterLevel();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Damage is 3d6 + Caster level to no limit.
int nDamage = PHS_MaximizeOrEmpower(6, 3, nMetaMagic, nCasterLevel);
// Delcare effects
// Death effects
effect eVis = EffectVisualEffect(VFX_IMP_DEATH_L);
effect eDeath = EffectDeath();
// Damage effects
effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
// Signal Spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SLAY_LIVING);
// PvP Check
if(!GetIsReactionTypeFriendly(oTarget))
{
// Spell Resistance + Immunity check + Immunity to death
if(!PHS_SpellResistanceCheck(oCaster, oTarget) &&
!PHS_ImmunityCheck(oTarget, IMMUNITY_TYPE_DEATH))
{
// Saving throw check
if(!PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_DEATH))
{
// Fail and we apply death
PHS_ApplyInstantAndVFX(oTarget, eVis, eDeath);
}
else
{
// Even if they pass, we do damage.
PHS_ApplyDamageVFXToObject(oTarget, eVis2, nDamage, DAMAGE_TYPE_NEGATIVE);
}
}
}
}