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