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.
132 lines
4.7 KiB
Plaintext
132 lines
4.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Bloodfreeze Arrow
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//:: FileName sp_bldfrz_arrow.nss
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//:://////////////////////////////////////////////
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/**@file Bloodfreeze Arrow
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Transmutation
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Level: Assassin 4, ranger 4, justice of weald and woe 4
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Components: V, M
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Casting Time: 1 swift action
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Range: Long
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Target: One creature
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Duration: Instantaneous
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Saving Throw: Fortitude partial; see text
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Spell Resistance: Yes
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When you cast this spell, you fire an arrow at the target and transform
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the arrow head into blue ice. In addition to taking normal damage from
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the missile, the target takes 2d6 points of cold damage and is
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paralyzed. A successful Fortitude save negates the paralysis, and
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the target can make a new save each round (at the start of the
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caster’s turn).
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Material Component: Masterwork arrow or bolt.
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Author: Tenjac
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Created: 8/22/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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void ParaLoop(object oTarget, int nDC, object oPC);
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#include "prc_inc_spells"
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#include "prc_craft_inc"
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#include "prc_add_spell_dc"
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#include "prc_inc_combat"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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int nType = GetBaseItemType(oWeap);
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object oAmmo;
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//Has to be a bow of some sort
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if(nType != BASE_ITEM_LONGBOW &&
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nType != BASE_ITEM_SHORTBOW &&
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nType != BASE_ITEM_LIGHTCROSSBOW &&
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nType != BASE_ITEM_HEAVYCROSSBOW)
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{
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PRCSetSchool();
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return;
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}
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if(nType == BASE_ITEM_LONGBOW || nType == BASE_ITEM_SHORTBOW)
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{
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oAmmo = GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC);
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}
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else if (nType == BASE_ITEM_LIGHTCROSSBOW || nType == BASE_ITEM_HEAVYCROSSBOW)
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{
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oAmmo = GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC);
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}
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//Check for Masterwork or magical
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string sMaterial = GetStringLeft(GetTag(oAmmo), 3);
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if((!(GetMaterialString(StringToInt(sMaterial)) == sMaterial && sMaterial != "000") && !GetIsMagicItem(oAmmo)))
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{
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PRCSetSchool();
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SendMessageToPC(oPC, "Invalid ammo type.");
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return;
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}
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//Normal Attack
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PerformAttack(oTarget, oPC, eVis);
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//if hit
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if(GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
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{
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int nDam = d6(2) + SpellDamagePerDice(oPC, 2);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_COLD), oTarget);
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int nDC = PRCGetSaveDC(oTarget, oPC);
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//Save
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
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{
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//Paralyze
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectParalyze(), oTarget);
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//Start saving loop
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DelayCommand(RoundsToSeconds(1), ParaLoop(oTarget, nDC, oPC));
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}
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}
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}
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PRCSetSchool();
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}
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void ParaLoop(object oTarget, int nDC, object oPC)
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{
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD))
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{
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effect eTest = GetFirstEffect(oTarget);
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while(GetIsEffectValid(eTest))
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{
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if(GetEffectCreator(eTest) == oPC)
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{
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if(GetEffectType(eTest) == EFFECT_TYPE_PARALYZE)
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{
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if(GetEffectSpellId(eTest) == SPELL_BLOODFREEZE_ARROW)
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{
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RemoveEffect(oTarget, eTest);
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}
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}
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}
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eTest = GetNextEffect(oTarget);
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}
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}
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else DelayCommand(RoundsToSeconds(1), ParaLoop(oTarget, nDC, oPC));
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} |