Summon Undead now uses PRCGetSpellId(). Ectoplasmic Enhancement now doesn't quit after testing a non-undead. Warmage no longer has infinite casts of Disrupt Undead. Crushing Despair now respects Mind Immunity. Incendiary Cloud now uses MyFirstObjectInShape() and MyNextObjectInShape(). Tweaked prc_s_spellb.nss to always pass oPC to GetSlotCount() since the function is OBJECT_INVALID by default. Tweaked prc_prereq.nss to always pass oPC to GetSlotCount() since the function is OBJECT_INVALID by default. Form of Doom's Fear Aura now respects Mind Immunity and Fear Immunity. Dread Necromancer's Fear Aura now respects Mind Immunity. Summon Undead skeletons not how the correct resistances. Enlighted Fist & Dragon Disciple can now qualify for Improved Spell Resistance. Cerebremancer can now take Bane Magic.
235 lines
8.9 KiB
Plaintext
235 lines
8.9 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Name Disrupt Undead/Greater Disrupt Undead
|
|
//:: FileName sp_disrpt_undead.nss
|
|
//:://////////////////////////////////////////////
|
|
/**@file Disrupt Undead
|
|
Necromancy
|
|
Level: Sor/Wiz 0
|
|
Components: V, S
|
|
Casting Time: 1 standard action
|
|
Range: Close (25 ft. + 5 ft./2 levels)
|
|
Effect: Ray
|
|
Duration: Instantaneous
|
|
Saving Throw: None
|
|
Spell Resistance: Yes
|
|
|
|
You direct a ray of positive energy. You must make a
|
|
ranged touch attack to hit, and if the ray hits an
|
|
undead creature, it deals 1d6 points of damage to it.
|
|
|
|
Greater Disrupt Undead
|
|
Necromancy
|
|
Level: Sorcerer/wizard 3
|
|
Components: V, S
|
|
Casting Time: 1 standard action
|
|
Range: Close (25 ft. + 5 ft./2 levels)
|
|
Effect: Ray
|
|
Duration: Instantaneous
|
|
Saving Throw: None
|
|
Spell Resistance: Yes
|
|
|
|
You must succeed on a ranged touch attack with the ray
|
|
to strike a target. This spell functions like disrupt
|
|
undead (PH 223), except that this ray deals 1d8 points
|
|
of damage per caster level to any undead, to a maximum
|
|
of 10d8. If the damage is sufficient to destroy the
|
|
first target, then you can redirect the ray to another
|
|
undead target within 15 feet of the first target. If
|
|
you make a successful ranged touch attack on the second
|
|
target, that target takes half of the damage rolled for
|
|
the first target.
|
|
|
|
Author: Tenjac
|
|
Created: 7/6/07
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:://////////////////////////////////////////////
|
|
|
|
#include "prc_inc_sp_tch"
|
|
#include "prc_sp_func"
|
|
|
|
int DoSpell(object oCaster, object oTarget, int nCasterLevel)
|
|
{
|
|
int nSpell = GetSpellId();
|
|
int nBeam;
|
|
int nDam;
|
|
int nMetaMagic = PRCGetMetaMagicFeat();
|
|
int nTouch = PRCDoRangedTouchAttack(oTarget);
|
|
int nType = MyPRCGetRacialType(oTarget);
|
|
|
|
if(nSpell == SPELL_DISRUPT_UNDEAD)
|
|
{
|
|
nBeam = VFX_BEAM_HOLY;
|
|
nDam = d6(1);
|
|
nDam += SpellDamagePerDice(oCaster, 1);
|
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nDam = 6;
|
|
}
|
|
|
|
if(nSpell == SPELL_GREATER_DISRUPT_UNDEAD)
|
|
{
|
|
nBeam = VFX_BEAM_BLACK;
|
|
nDam = d6(3);
|
|
nDam += SpellDamagePerDice(oCaster, 3);
|
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nDam = 18;
|
|
}
|
|
|
|
if(nMetaMagic & METAMAGIC_EMPOWER) nDam += (nDam/2);
|
|
|
|
//Beam that acts accordingly
|
|
effect eVis = EffectBeam(nBeam, oCaster, BODY_NODE_HAND, !nTouch);
|
|
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
|
|
|
if(nTouch)
|
|
{
|
|
if(nType == RACIAL_TYPE_UNDEAD
|
|
|| (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD))
|
|
{
|
|
if(!PRCDoResistSpell(oCaster, oTarget, nCasterLevel + SPGetPenetr()))
|
|
{
|
|
if(nSpell == SPELL_GREATER_DISRUPT_UNDEAD)
|
|
{
|
|
//Get hp before damage
|
|
int nHP = GetCurrentHitPoints(oTarget);
|
|
|
|
//Apply Damage
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_POSITIVE), oTarget);
|
|
|
|
//if enough to kill target, bounce
|
|
if(nDam >= nHP)
|
|
{
|
|
location lLoc = GetLocation(oTarget);
|
|
object oTarget2 = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE);
|
|
|
|
while(GetIsObjectValid(oTarget2))
|
|
{
|
|
//Undead, enemy, and not the original target
|
|
if((GetRacialType(oTarget2) == RACIAL_TYPE_UNDEAD || (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget2) && GetAlignmentGoodEvil(oTarget2) != ALIGNMENT_GOOD)
|
|
&& GetIsEnemy(oTarget2, oCaster) && (oTarget != oTarget2)))
|
|
{
|
|
//Black beam, origin chest of previous target
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectBeam(VFX_BEAM_BLACK, oTarget, BODY_NODE_CHEST), oTarget2);
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam/2, DAMAGE_TYPE_POSITIVE), oTarget2);
|
|
break;
|
|
}
|
|
|
|
oTarget2 = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE);
|
|
}
|
|
}
|
|
}
|
|
else SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_POSITIVE), oTarget);
|
|
}
|
|
}
|
|
}
|
|
|
|
return nTouch; // return TRUE if spell charges should be decremented
|
|
}
|
|
|
|
void main()
|
|
{
|
|
if (!X2PreSpellCastCode()) return;
|
|
PRCSetSchool(SPELL_SCHOOL_NECROMANCY);
|
|
object oCaster = OBJECT_SELF;
|
|
object oTarget = PRCGetSpellTargetObject();
|
|
int nCasterLevel = PRCGetCasterLevel(oCaster);
|
|
int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
|
|
if(!nEvent) //normal cast
|
|
{
|
|
if(GetLocalInt(oCaster, PRC_SPELL_HOLD) && oCaster == oTarget)
|
|
{ //holding the charge, casting spell on self
|
|
SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
|
|
return;
|
|
}
|
|
DoSpell(oCaster, oTarget, nCasterLevel);
|
|
}
|
|
else
|
|
{
|
|
if(nEvent & PRC_SPELL_EVENT_ATTACK)
|
|
{
|
|
if(DoSpell(oCaster, oTarget, nCasterLevel))
|
|
DecrementSpellCharges(oCaster);
|
|
}
|
|
}
|
|
PRCSetSchool();
|
|
}
|
|
|
|
/* #include "prc_inc_sp_tch"
|
|
|
|
void main()
|
|
{
|
|
object oPC = OBJECT_SELF;
|
|
object oTarget = PRCGetSpellTargetObject();
|
|
int nSpell = PRCGetSpellId();
|
|
int nCasterLvl = PRCGetCasterLevel(oPC);
|
|
int nBeam;
|
|
int nDam;
|
|
int nMetaMagic = PRCGetMetaMagicFeat();
|
|
int nTouch = PRCDoRangedTouchAttack(oTarget);
|
|
int nType = MyPRCGetRacialType(oTarget);
|
|
|
|
if(nSpell == SPELL_DISRUPT_UNDEAD)
|
|
{
|
|
nBeam = VFX_BEAM_HOLY;
|
|
nDam = d6(1);
|
|
nDam += SpellDamagePerDice(oPC, 1);
|
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nDam = 6;
|
|
}
|
|
|
|
if(nSpell == SPELL_GREATER_DISRUPT_UNDEAD)
|
|
{
|
|
nBeam = VFX_BEAM_BLACK;
|
|
nDam = d6(3);
|
|
nDam += SpellDamagePerDice(oPC, 3);
|
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nDam = 18;
|
|
}
|
|
|
|
if(nMetaMagic & METAMAGIC_EMPOWER) nDam += (nDam/2);
|
|
|
|
//Beam that acts accordingly
|
|
effect eVis = EffectBeam(nBeam, oPC, BODY_NODE_HAND, !nTouch);
|
|
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
|
|
|
if(nTouch)
|
|
{
|
|
if(nType == RACIAL_TYPE_UNDEAD
|
|
|| (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD))
|
|
{
|
|
if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl + SPGetPenetr()))
|
|
{
|
|
if(nSpell == SPELL_GREATER_DISRUPT_UNDEAD)
|
|
{
|
|
//Get hp before damage
|
|
int nHP = GetCurrentHitPoints(oTarget);
|
|
|
|
//Apply Damage
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_POSITIVE), oTarget);
|
|
|
|
//if enough to kill target, bounce
|
|
if(nDam >= nHP)
|
|
{
|
|
location lLoc = GetLocation(oTarget);
|
|
object oTarget2 = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE);
|
|
|
|
while(GetIsObjectValid(oTarget2))
|
|
{
|
|
//Undead, enemy, and not the original target
|
|
if((GetRacialType(oTarget2) == RACIAL_TYPE_UNDEAD || (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget2) && GetAlignmentGoodEvil(oTarget2) != ALIGNMENT_GOOD)
|
|
&& GetIsEnemy(oTarget2, oPC) && (oTarget != oTarget2)))
|
|
{
|
|
//Black beam, origin chest of previous target
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectBeam(VFX_BEAM_BLACK, oTarget, BODY_NODE_CHEST), oTarget2);
|
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam/2, DAMAGE_TYPE_POSITIVE), oTarget2);
|
|
break;
|
|
}
|
|
|
|
oTarget2 = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE);
|
|
}
|
|
}
|
|
}
|
|
else SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDam, DAMAGE_TYPE_POSITIVE), oTarget);
|
|
}
|
|
}
|
|
}
|
|
PRCSetSchool();
|
|
} */ |