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.
		
			
				
	
	
		
			114 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#include "prc_inc_spells"
 | 
						|
#include "prc_add_spell_dc"
 | 
						|
 | 
						|
//
 | 
						|
// This function runs the flensing effect for a round, then recursing itself one
 | 
						|
// round later to do the effect again.  It relies on a dummy VFX_DUR_CESSAGE_NEGATIVE
 | 
						|
// visual effect to act as the spell's timer, expiring itself when the effect
 | 
						|
// expires.
 | 
						|
//
 | 
						|
void RunFlensing(object oCaster, object oTarget, int nSaveDC,
 | 
						|
    int nMetaMagic, int nSpellID, float fDuration)
 | 
						|
{
 | 
						|
    // If our timer spell effect has worn off (or been dispelled) then we are
 | 
						|
    // done, just exit.
 | 
						|
    if (PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oCaster)) return;
 | 
						|
 | 
						|
    // If the target is dead then there is no point in going any further.
 | 
						|
    if (GetIsDead(oTarget)) return;
 | 
						|
 | 
						|
    // Figure out what blood color to use.  This is just guessing in my part.
 | 
						|
    int nChunkVfx = VFX_COM_CHUNK_RED_MEDIUM;
 | 
						|
    switch(MyPRCGetRacialType(oTarget))
 | 
						|
    {
 | 
						|
        case RACIAL_TYPE_ABERRATION:
 | 
						|
        case RACIAL_TYPE_HUMANOID_GOBLINOID:
 | 
						|
        case RACIAL_TYPE_HUMANOID_ORC:
 | 
						|
        case RACIAL_TYPE_OUTSIDER:
 | 
						|
            nChunkVfx = VFX_COM_CHUNK_GREEN_MEDIUM;
 | 
						|
            break;
 | 
						|
        case RACIAL_TYPE_OOZE:
 | 
						|
        case RACIAL_TYPE_CONSTRUCT:
 | 
						|
        case RACIAL_TYPE_UNDEAD:
 | 
						|
            nChunkVfx = VFX_COM_CHUNK_YELLOW_MEDIUM;
 | 
						|
            break;
 | 
						|
    }
 | 
						|
 | 
						|
    // The nasty stuff, 2d6 damage, 1d6 cha/con damage, fort save to
 | 
						|
    // half damage and negate stat damage.
 | 
						|
    int nDamage = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 2, 6, 0, 0, nMetaMagic);
 | 
						|
    nDamage += SpellDamagePerDice(oCaster, 2);
 | 
						|
    int nConDrain = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 1, 8, 0, 0, nMetaMagic);
 | 
						|
    int nChaDrain = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 1, 8, 0, 0, nMetaMagic);
 | 
						|
    effect eDamage;
 | 
						|
    if (PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nSaveDC, SAVING_THROW_TYPE_SPELL))
 | 
						|
    {
 | 
						|
	    if (GetHasMettle(oTarget, SAVING_THROW_FORT))
 | 
						|
	        return;
 | 
						|
 | 
						|
        eDamage = PRCEffectDamage(oTarget, nDamage / 2);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        eDamage = PRCEffectDamage(oTarget, nDamage);
 | 
						|
        /*eDamage = EffectLinkEffects(eDamage,
 | 
						|
            EffectAbilityDecrease(ABILITY_CONSTITUTION, nConDrain));
 | 
						|
        eDamage = EffectLinkEffects(eDamage,
 | 
						|
            EffectAbilityDecrease(ABILITY_CHARISMA, nChaDrain));*/
 | 
						|
        ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nConDrain, DURATION_TYPE_PERMANENT, TRUE);
 | 
						|
        ApplyAbilityDamage(oTarget, ABILITY_CHARISMA,     nChaDrain, DURATION_TYPE_PERMANENT, TRUE);
 | 
						|
    }
 | 
						|
 | 
						|
    // Add vfx to the damage effect chain.
 | 
						|
    eDamage = EffectLinkEffects(eDamage, EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY));
 | 
						|
    eDamage = EffectLinkEffects(eDamage, EffectVisualEffect(nChunkVfx));
 | 
						|
 | 
						|
    // Apply the damage and vfx to the target.
 | 
						|
    SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
 | 
						|
 | 
						|
    // Decrement our duration counter by a round and if we still have time left keep
 | 
						|
    // going.
 | 
						|
    fDuration -= RoundsToSeconds(1);
 | 
						|
    if (fDuration > 0.0)
 | 
						|
        DelayCommand(RoundsToSeconds(1), RunFlensing(oCaster, oTarget, nSaveDC, nMetaMagic, nSpellID, fDuration));
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
 | 
						|
    if (!X2PreSpellCastCode()) return;
 | 
						|
 | 
						|
    PRCSetSchool(SPELL_SCHOOL_EVOCATION);
 | 
						|
 | 
						|
    object oTarget = PRCGetSpellTargetObject();
 | 
						|
    if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) && PRCGetIsAliveCreature(oTarget))
 | 
						|
    {
 | 
						|
        // Get the target and raise the spell cast event.
 | 
						|
        PRCSignalSpellEvent(oTarget);
 | 
						|
 | 
						|
        if (!PRCDoResistSpell(OBJECT_SELF, oTarget))
 | 
						|
        {
 | 
						|
            // Determine the spell's duration, taking metamagic feats into account.
 | 
						|
            float fDuration = PRCGetMetaMagicDuration(RoundsToSeconds(4));
 | 
						|
 | 
						|
            // Apply a persistent vfx to the target, we make him glow red.
 | 
						|
            // RunFlensing uses our persistant vfx to determine it's duration.
 | 
						|
            SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,
 | 
						|
                EffectVisualEffect(VFX_DUR_GLOW_RED), oTarget, fDuration,FALSE);
 | 
						|
 | 
						|
            // Apply impact vfx.
 | 
						|
            SPApplyEffectToObject(DURATION_TYPE_INSTANT,
 | 
						|
                EffectVisualEffect(VFX_IMP_DEATH), oTarget);
 | 
						|
 | 
						|
            // Stick OBJECT_SELF into a local because it's a function under the hood,
 | 
						|
            // and we need a real object reference.
 | 
						|
            object oCaster = OBJECT_SELF;
 | 
						|
            DelayCommand(1.0, RunFlensing(oCaster, oTarget, PRCGetSaveDC(oTarget,OBJECT_SELF),
 | 
						|
                PRCGetMetaMagicFeat(), PRCGetSpellId(), fDuration));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    PRCSetSchool();
 | 
						|
}
 |