PRC8/trunk/spells/nw_s0_curinflict.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

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/** @file
nw_s0_cureinflict
Handles all the cure/inflict spells
By: Flaming_Sword
Created: Jun 13, 2006
Modified: Jun 30, 2006
Consolidation of multiple scripts
modified healing vfx for inflict spells
changed cure minor wounds to heal 1 hp
in line with SRD
added will save 1/2 damage for cure spells
added mass cure spells
added mass heal-like random delay for mass
cure spells (to look cool, delay can be
set to zero if desired)
*/
#include "prc_sp_func"
#include "prc_inc_function"
#include "prc_inc_sp_tch"
#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 nSpellID, int bIsCure)
{
int nMetaMagic = PRCGetMetaMagicFeat();
int bMass = IsMassCure(nSpellID) || IsMassInflict(nSpellID);
int nHealVFX;
int nEnergyType = bIsCure ? DAMAGE_TYPE_POSITIVE : DAMAGE_TYPE_NEGATIVE;
int nSpellLevel = StringToInt(lookup_spell_cleric_level(PRCGetSpellId()));
int nDice = bMass ? nSpellLevel - 4 : nSpellLevel; // The spells use a number of dice equivalent to spell level, mass versions 4 fewer
int bHeal;
switch(nDice) //nDice == 0 for cure/inflict minor wounds
{
case 0: nHealVFX = VFX_IMP_HEAD_HEAL; break;
case 1: nHealVFX = VFX_IMP_HEALING_S; break;
case 2: nHealVFX = VFX_IMP_HEALING_M; break;
case 3: nHealVFX = VFX_IMP_HEALING_L; break;
case 4: default: nHealVFX = VFX_IMP_HEALING_G; break;
}
// Extra points based on spell level, capped to caster level
int nExtraDamage = min(nSpellLevel * 5, nCasterLevel);
// Healing is more effective for players on low or normal difficulty
int nDifficultyCondition = (GetIsPC(oTarget) && (GetGameDifficulty() < GAME_DIFFICULTY_CORE_RULES)) && bIsCure;
// Mass spell AoE targeting
location lLoc;
if(bMass)
{
lLoc = PRCGetSpellTargetLocation();
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lLoc, TRUE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(bIsCure ? VFX_FNF_LOS_HOLY_20 : VFX_FNF_LOS_EVIL_20), lLoc);
}
// Targeting loop
float fDelay = 0.0;
int nHealed = 0;
int nMaxHealed = bMass ? nCasterLevel : 1;
int iAttackRoll = 1;
while(GetIsObjectValid(oTarget))
{
// Skip non-creatures. AoE targeting shouldn't get them anyway, but single target spells shouldn't affect non-creatures either
// Also skip constructs, since they are neither living nor undead. Technically, they would qualify for being healed by mass cures, but we assume that's just bad editing.
//Improved Fortification overrides Warforged's ability to be healed.
if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT && !GetIsWarforged(oTarget) || GetHasFeat(FEAT_IMPROVED_FORTIFICATION, oTarget))
{
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lLoc, TRUE);
continue;
}
//random delay like mass heal so it looks cool :P (can be set to zero if behavior is not desired)
if(bMass) fDelay = PRCGetRandomDelay();
// Roll damage / heal points
int iBlastFaith = BlastInfidelOrFaithHeal(oCaster, oTarget, nEnergyType, TRUE);
int iTombTainted = GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD;
int nHeal = 0;
if((nMetaMagic & METAMAGIC_MAXIMIZE) || iBlastFaith || nDifficultyCondition)
{
nHeal = nDice * 8 + nExtraDamage;
if(nDifficultyCondition && ((nMetaMagic & METAMAGIC_MAXIMIZE) || iBlastFaith))
nHeal += nExtraDamage; //extra damage on lower difficulties
}
else
nHeal = d8(nDice) + nExtraDamage;
// More feat effects
if((nMetaMagic & METAMAGIC_EMPOWER))
nHeal += (nHeal / 2);
if(GetHasFeat(FEAT_AUGMENT_HEALING, oCaster) && bIsCure)
nHeal += (nSpellLevel * 2);
// Cure Minor only does 1 - Fox
if(nDice == 0)
nHeal = 1;
//Healing Hands bonus even applies to Cure Minor - Fox
if(PRCGetLastSpellCastClass() == CLASS_TYPE_HEALER)
nHeal += GetAbilityModifier(ABILITY_CHARISMA, oCaster);
// Whether we are supposed to heal or hurt the target
bHeal = (!bIsCure && (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD || iTombTainted)) || // Undead handling, non-cures heal them
(bIsCure && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD && !iTombTainted); // Undead handling, cures hurt them
if (GetLocalInt(oTarget, "AcererakHealing")) bHeal = TRUE;
// Healing, assume the caster never wants to heal hostiles and any targeting of such was a misclick
if(bHeal && !spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCaster))
{
//Warforged are only healed for half, none if they have Improved Fortification
if(GetIsWarforged(oTarget)) nHeal /= 2;
if(GetHasFeat(FEAT_IMPROVED_FORTIFICATION, oTarget)) nHeal = 0;
// Apply healing to the target
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectHeal(nHeal, oTarget), oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nHealVFX), oTarget));
// Let the AI know
SignalEvent(oTarget, EventSpellCastAt(oCaster, nSpellID, FALSE));
// Increment the # of affected targets counter
nHealed++;
}
// Harming, assume the caster never wants to hurt non-hostiles and any targeting of such was a misclick
else if(!bHeal && spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oCaster))
{
nHeal += SpellDamagePerDice(OBJECT_SELF, nDice);
// Roll touch attack if non-mass spell
iAttackRoll = bMass ? TRUE : PRCDoMeleeTouchAttack(oTarget);
if(iAttackRoll > 0)
{
// Let the AI know about hostile spell use
SignalEvent(oTarget, EventSpellCastAt(oCaster, nSpellID));
// Roll SR
if(!PRCDoResistSpell(oCaster, oTarget, nCasterLevel + SPGetPenetr()))
{
// Save for half
if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget,
PRCGetSaveDC(oTarget, oCaster, nSpellID),
bIsCure ? SAVING_THROW_TYPE_POSITIVE : SAVING_THROW_TYPE_NEGATIVE
)
)
{
nHeal /= 2;
// Mettle for total avoidance instead
if(GetHasMettle(oTarget, SAVING_THROW_WILL))
nHeal = 0;
}
// Apply effects
effect eDam = PRCEffectDamage(oTarget, nHeal, nEnergyType);
DelayCommand(fDelay + 1.0, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(bIsCure ? VFX_IMP_SUNSTRIKE : VFX_IMP_HARM), oTarget));
}
}
// Increment the # of affected targets counter
nHealed++;
}
// Terminate loop if target limit reached
if(nHealed >= nMaxHealed)
break;
// Otherwise get next target
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lLoc, TRUE);
}
return bMass ? TRUE : iAttackRoll; //return TRUE if spell charges should be decremented
}
void main()
{
if (!X2PreSpellCastCode()) return;
int nSpellID = PRCGetSpellId();
int bIsCure = IsMassCure(nSpellID) || IsCure(nSpellID); //whether it is a cure or inflict spell
int nSchool = bIsCure ? SPELL_SCHOOL_CONJURATION : SPELL_SCHOOL_NECROMANCY;
PRCSetSchool(nSchool);
object oCaster = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
int nCasterLevel = PRCGetCasterLevel(oCaster);
// Check for holding charge
int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
if(!nEvent) //normal cast
{ //can't hold the charge with mass cure/inflict spells
if(GetLocalInt(oCaster, PRC_SPELL_HOLD) && oCaster == oTarget && IsTouchSpell(nSpellID))
{ //holding the charge, casting spell on self
SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
return;
}
DoSpell(oCaster, oTarget, nCasterLevel, nSpellID, bIsCure);
}
else
{
if(nEvent & PRC_SPELL_EVENT_ATTACK)
{
if(DoSpell(oCaster, oTarget, nCasterLevel, nSpellID, bIsCure))
DecrementSpellCharges(oCaster);
}
}
PRCSetSchool();
}