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.
78 lines
2.2 KiB
Plaintext
78 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Lay_On_Hands
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//:: NW_S2_LayOnHand.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The Paladin is able to heal his Chr Bonus times
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his level.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Aug 15, 2001
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//:: Updated On: Oct 20, 2003
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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void main()
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{
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//Declare major variables
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object oTarget = PRCGetSpellTargetObject();
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int nWis = GetAbilityModifier(ABILITY_WISDOM);
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int nBonus = nWis;
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int nLevel = GetLevelByClass(CLASS_TYPE_RED_AVENGER);
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if(GetHasFeat(FEAT_FREE_KI_2, OBJECT_SELF))
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nBonus += nWis;
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if(GetHasFeat(FEAT_FREE_KI_3, OBJECT_SELF))
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nBonus += nWis;
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if(GetHasFeat(FEAT_FREE_KI_4, OBJECT_SELF))
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nBonus += nWis;
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// Caluclate the amount to heal, min is 1 hp
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int nHeal = nLevel * nBonus;
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//over level 8 its Greater Healing
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if(nLevel >= 8)
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nHeal *= 2;
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if(nHeal <= 0)
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nHeal = 1;
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effect eHeal = EffectHeal(nHeal);
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effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M);
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effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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effect eDam;
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int nTouch;
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/* Doesnt mention Undead harming in the rules
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//Undead are damaged instead of healed
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD || GetLevelByClass(CLASS_TYPE_UNDEAD,oTarget)>0)
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{
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//Make a ranged touch attack
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nTouch = PRCDoMeleeTouchAttack(oTarget);;
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int nResist = MyResistSpell(OBJECT_SELF,oTarget);
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if (nResist == 0 )
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{
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if(nTouch > 0)
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{
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if(nTouch == 2)
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{
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nHeal *= 2;
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}
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eDam = EffectDamage(nHeal, DAMAGE_TYPE_DIVINE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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}
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}
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}
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else
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{
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*/
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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//}
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}
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