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.
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Ray of Exhaustion
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| //:: Spell FileName PHS_S_RayOfExhau
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Necromancy
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|     Level: Sor/Wiz 3
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|     Components: V, S, M
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|     Casting Time: 1 standard action
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|     Range: Close (8M)
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|     Effect: Ray
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|     Duration: 1 min./level
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|     Saving Throw: Fortitude partial; see text
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|     Spell Resistance: Yes
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| 
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|     A black ray projects from your pointing finger. You must succeed on a ranged
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|     touch attack with the ray to strike a target.
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| 
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|     The subject is immediately exhausted for the spell’s duration. A successful
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|     Fortitude save means the creature is only fatigued.
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| 
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|     This spell has no effect on a creature that is already exhausted. Unlike
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|     normal exhaustion or fatigue, the effect ends as soon as the spell’s duration
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|     expires.
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| 
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|     Material Component: A drop of sweat.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     As the description.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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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_RAY_OF_EXHAUSTION)) return;
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| 
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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 nCasterLevel = PHS_GetCasterLevel();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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| 
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|     // Duration in minutes
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|     float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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| 
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|     // Do ray visuals
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|     PHS_ApplyTouchBeam(oTarget, VFX_BEAM_ODD, nTouch);
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| 
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|     // Signal event
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|     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RAY_OF_EXHAUSTION);
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| 
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|     // Ray Touch attack
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|     if(PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE))
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|     {
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|         // PvP check
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|         if(!GetIsReactionTypeFriendly(oTarget))
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|         {
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|             // Spell Resistance check
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|             if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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|             {
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|                 // If fortitude, we apply only fatigue
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|                 if(PHS_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC))
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|                 {
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|                     PHS_ApplyFatigue(oTarget, FALSE, DURATION_TYPE_TEMPORARY, fDuration);
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|                 }
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|                 else
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|                 {
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|                     // Else, exhaustion
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|                     PHS_ApplyFatigue(oTarget, TRUE, DURATION_TYPE_TEMPORARY, fDuration);
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|                 }
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|             }
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|         }
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|     }
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| }
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