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.
		
			
				
	
	
		
			86 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Stone Shape
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| //:: Spell FileName PHS_S_StoneShape
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Transmutation [Earth]
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|     Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
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|     Components: V, S, M/DF
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|     Casting Time: 1 standard action
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|     Range: Touch
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|     Target: Stone or stone object touched
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|     Duration: Instantaneous
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|     Saving Throw: Fortitude
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|     Spell Resistance: No
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| 
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|     You can form an existing piece of stone into any shape that suits your
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|     purpose. You can damage stone-based creatures and people affected by
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|     Stoneskin by touching them, whereupon you shape thier stone into odd shapes
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|     inflicting 1d10 points of damage per caster levels (Maximum 10d10). If the
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|     target makes a sucessful fortitude saving throw, the damage is halved.
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| 
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|     Arcane Material Component: Soft clay, which must be worked into roughly the
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|     desired shape of the stone object and then touched to the stone while the
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|     verbal component is uttered.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Stone monsters, or those with the Stoneskin spell upon them, are damaged
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|     if touched, and do get a fortitude save to half the highish damage.
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| 
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|     Ok, its not how it is meant to be - but its fair enough, and easily changed
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|     or removed later.
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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_STONE_SHAPE)) return;
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| 
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|     // Delcare Major Variables
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|     object oCaster = OBJECT_SELF;
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|     object oTarget = GetSpellTargetObject();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     int nCasterLevel = PHS_GetCasterLevel();
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|     // Damage is a maximum of 10d10
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|     int nDice = PHS_LimitInteger(nCasterLevel, 10);
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|     // Get damage - 1d10 per caster level
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|     int nDamage = PHS_MaximizeOrEmpower(nDice, 10, nMetaMagic);
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| 
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|     // Delcare Effects
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|     effect eVis = EffectVisualEffect(VFX_IMP_ROCKEXPLODE);
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| 
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|     // Signal spell cast at event
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|     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DESTRUCTION);
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| 
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|     // PvP Check
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|     if(!GetIsReactionTypeFriendly(oTarget) &&
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|     // Make sure they are not immune to spells
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|        !PHS_TotalSpellImmunity(oTarget))
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|     {
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|         // Melee Touch attack
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|         if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget))
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|         {
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|             // Must be a stone creature or stoneskinned person.
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|             if(PHS_GetIsCrystalline(oTarget) ||
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|                GetHasSpellEffect(PHS_SPELL_STONESKIN, oTarget))
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|             {
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|                 // Apply visual always (we at least do damage if immune/pass save)
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|                 PHS_ApplyVFX(oTarget, eVis);
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| 
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|                 // Saving throw for half damage
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|                 nDamage = PHS_GetAdjustedDamage(SAVING_THROW_FORT, nDamage, oTarget, nSpellSaveDC);
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| 
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|                 // Apply damage
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|                 PHS_ApplyDamageToObject(oTarget, nDamage, DAMAGE_TYPE_BLUDGEONING);
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|             }
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|         }
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|     }
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| }
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