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.
76 lines
2.5 KiB
Plaintext
76 lines
2.5 KiB
Plaintext
/*:://////////////////////////////////////////////
|
|
//:: 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);
|
|
}
|
|
}
|
|
}
|
|
}
|