81 lines
2.8 KiB
Plaintext
81 lines
2.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Regenerate
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//:: Spell FileName PHS_S_Regenerate
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Healing)
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Level: Clr 7, Drd 9, Healing 7
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Components: V, S, DF
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Casting Time: 3 full rounds
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Range: Touch
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Target: Living creature touched
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Duration: Instantaneous
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Saving Throw: Fortitude negates (harmless)
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Spell Resistance: Yes (harmless)
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DM Spell: Partial; see text
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The subject’s severed body members (fingers, toes, hands, feet, arms, legs,
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tails, or even heads of multiheaded creatures), broken bones, and ruined
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organs grow back. After the spell is cast, the physical regeneration is
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complete in 1 round if the severed members are present and touching the
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creature. It takes 2d10 rounds otherwise. This part of the spell is DM only.
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Regenerate also cures 4d8 points of damage +1 point per caster level
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(maximum +35), rids the subject of exhaustion and/or fatigue, and
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eliminates all nonlethal damage the subject has taken. It has no effect on
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nonliving creatures (including undead).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As spell description.
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Cures 4d8 points of damage +1 point per caster level (maximum +35) damage
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to living things.
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Removes "Fatigue" :-)
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This can be RPed to regenerate fingers and so on.
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Oh, and 3 rounds full casting time!
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_REGENERATE)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// Max extra is 35
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int nCasterBonus = PHS_LimitInteger(nCasterLevel, 35);
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// Get the damage healed
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int nHeal = PHS_MaximizeOrEmpower(8, 4, nMetaMagic, nCasterLevel);
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// Declare Effects
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effect eHeal = EffectHeal(nHeal);
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effect eVis = EffectVisualEffect(VFX_IMP_HEALING_G); // Cure Critical wounds effect
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// Is the creature living? (It won't harm undead, however)
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if(PHS_GetIsAliveCreature(oTarget, "Regenerate doesn't affect non-living objects"))
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{
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// Signal spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REGENERATE, FALSE);
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// Remove fatigue cause by spells
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PHS_RemoveFatigue(oTarget);
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// Apply healing effect and visual
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PHS_ApplyInstantAndVFX(oTarget, eVis, eHeal);
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}
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}
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