PRC8/nwn/nwnprc/trunk/spells/sp_avasclt.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 Avasculate
//:: FileName prc_avasclt.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/** @file
Necromancy [Death, Evil]
Sorc/Wizard 7
Range: Close
Saving Throw: Fortitude partial
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 or other vital fluids 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.
*/
//:://////////////////////////////////////////////
//:: Created By: Tenjac
//:: Created On: 9/20/05
//::
//:: Modified By: Flaming_Sword
//:: Modified On: 9/21/05
//::
//:: 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);
PRCSignalSpellEvent(oTarget,TRUE, SPELL_AVASCULATE, oCaster);
//SPEvilShift(oCaster);
//Make touch attack
int iAttackRoll = PRCDoRangedTouchAttack(oTarget);
//Beam VFX. Ornedan is my hero.
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND, !iAttackRoll), oTarget, 1.0f);
if (iAttackRoll)
{
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr) && PRCGetIsAliveCreature(oTarget))
{
//damage rounds up now
int nDam = (nHP - (nHP / 2));
effect eDam = PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_MAGICAL);
effect eBeam = EffectBeam(VFX_BEAM_EVIL, oCaster, BODY_NODE_HAND);
//Blood VFX. Lots of em.
effect eBlood = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED));
eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_REG_RED));
eBlood = EffectLinkEffects(eBlood, EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oTarget, 1.0);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBlood, oTarget);
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, 6.0);
}
}
}
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();
}