PRC8/nwn/nwnprc/trunk/spells/sp_avas_mass.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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//::///////////////////////////////////////////////
//:: Name Avascular Mass
//:: FileName sp_avas_mass.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*Avascular Mass
Necromancy [Death, Evil]
Sorc/Wizard 8
Range: Close
Saving Throw: Fortitude partial and Reflex negates
Spell Resistance: yes
You shoot a ray of necromantic energy from your outstretched
hand, causing any living creature struck by the ray to violently
purge blood vessels through its skin. You must succeed
on a ranged touch attack to affect the subject. If successful, the
subject is reduced to half of its current hit points (rounded down)
and stunned for 1 round. On a successful Fortitude saving throw the
subject is not stunned.
Also, the purged blood vessels are magically animated, creating a many
layered mass of magically strong, adhesive tissue that traps those caught
in it... Creatures caught within a 20 foot radius become entangled unless
the succeed on a Reflex save. The original target of the spell is automatically
entangled.
The entangled creature takes a -2 penalty on attack rolls, -4 to effective Dex,
and can't move. An entangled character that attempts to cast a spell must succeed
in a concentration check. Because the avascular mass is magically animate, and
gradually tightens on those it holds, the Concentration check DC is 30...Once loose,
a creature may progress through the writhing blood vessels very slowly.
Spell is modeled after Entanglement, using three seperate scripts.
*/
//:://////////////////////////////////////////////
//:: Created By: Tenjac
//:: Created On: 10/05/05
//:://////////////////////////////////////////////
//::Added hold ray functionality - HackyKid
#include "prc_inc_sp_tch"
#include "prc_sp_func"
#include "prc_add_spell_dc"
//Implements the spell impact, put code here
// if called in many places, return TRUE if
// stored charges should be decreased
// eg. touch attack hits
//
// Variables passed may be changed if necessary
int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
{
int nMetaMagic = PRCGetMetaMagicFeat();
int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
int nPenetr = nCasterLevel + SPGetPenetr();
int nHP = GetCurrentHitPoints(oTarget);
effect eHold = EffectEntangle();
effect eSlow = EffectSlow();
PRCSignalSpellEvent(oTarget, TRUE, SPELL_AVASCULAR_MASS, oCaster);
//temporary VFX
effect eLink = EffectVisualEffect(VFX_DUR_ENTANGLE);
//damage rounds up
int nDam = (nHP - (nHP / 2));
effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL);
//Blood gush
effect eBlood = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
//Make touch attack
int iAttackRoll= PRCDoRangedTouchAttack(oTarget);
// Do attack beam VFX. Ornedan is my hero.
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND, !iAttackRoll), oTarget, 1.0f);
if (iAttackRoll)
{
//Spell Resistance & Living Check
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr) && PRCGetIsAliveCreature(oTarget))
{
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBlood, oTarget);
//Apply AoE writing blood vessel VFX centered on oTarget
//ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eMass, lLocation, fDuration);
//Orignial target automatically entangled
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2),FALSE);
//Fortitude Save for Stun
if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nSaveDC, SAVING_THROW_TYPE_EVIL))
{
effect eStun = EffectStunned();
effect eStunVis = EffectVisualEffect(VFX_IMP_STUN);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eStunVis, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, RoundsToSeconds(1));
}
//Declare major variables for Mass including Area of Effect Object
effect eAOE = EffectAreaOfEffect(VFX_PER_AVASMASS);
location lTarget = PRCGetSpellTargetLocation();
int nDuration = 3 + nCasterLevel / 2;
//Make sure duration does not equal 0
if(nDuration < 1)
{
nDuration = 1;
}
//Check Extend metamagic feat
if(CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
{
nDuration = nDuration * 2; //Duration is +100%
}
//Create an instance of the AOE Object using the Apply Effect function
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, RoundsToSeconds(nDuration));
object oAoE = GetAreaOfEffectObject(lTarget, GetAreaOfEffectTag(VFX_PER_AVASMASS));
SetAllAoEInts(SPELL_AVASCULAR_MASS, oAoE, PRCGetSpellSaveDC(SPELL_AVASCULAR_MASS, SPELL_SCHOOL_CONJURATION), 0, nCasterLevel);
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
// Getting rid of the local integer storing the spellschool name
}
}
//SPEvilShift(oCaster);
return iAttackRoll; //return TRUE if spell charges should be decremented
}
void main()
{
object oCaster = OBJECT_SELF;
int nCasterLevel = PRCGetCasterLevel(oCaster);
PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
if (!X2PreSpellCastCode()) return;
object oTarget = PRCGetSpellTargetObject();
int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
if(!nEvent) //normal cast
{
if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
{ //holding the charge, casting spell on self
SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
return;
}
if (oCaster != oTarget) //cant target self with this spell, only when holding charge
DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
}
else
{
if(nEvent & PRC_SPELL_EVENT_ATTACK)
{
if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
DecrementSpellCharges(oCaster);
}
}
PRCSetSchool();
}