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.
		
			
				
	
	
		
			113 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Energy Drain
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| //:: Spell FileName PHS_S_EnergyDrai
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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: Clr 9, Sor/Wiz 9
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|     Components: V, S
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|     Casting Time: 1 standard action
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|     Range: Close (8M)
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|     Effect: Ray of negative energy
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|     Duration: 1 hour/level
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|     Saving Throw: None
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|     Spell Resistance: Yes
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| 
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|     You point your finger and utter the incantation, releasing a black ray of
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|     crackling negative energy that suppresses the life force of any living
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|     creature it strikes. You must make a ranged touch attack to hit. If the
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|     attack succeeds, the subject gains 2d4 negative levels (not modified by a
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|     critical on any touch attack rolls).
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| 
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|     If the subject has at least as many negative levels as HD, it dies. Each
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|     negative level gives a creature a -1 penalty on attack rolls, saving throws,
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|     skill checks, ability checks, and effective level (for determining the
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|     power, duration, DC, and other details of spells or special abilities).
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| 
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|     Additionally, a spellcaster loses one spell or spell slot from his or her
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|     highest available level. Negative levels stack.
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| 
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|     Assuming the subject survives, it never regains the negative levels unless
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|     they are magically removed. Usually, negative levels have a chance of
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|     permanently draining the victim’s levels, but the negative levels from
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|     Energy Drain don’t last long enough to do so.
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| 
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|     An undead creature struck by the ray gains 2d4x5 temporary hit points for
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|     1 hour.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Ok, we remove the "24 hours until save again" in place of "no save, but
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|     doesn't remove XP".
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| 
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|     Might change 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_ENERGY_DRAIN)) 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 nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nCasterLevel = PHS_GetCasterLevel();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     // 2d4 negative levels
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|     int nNegativeLevels = PHS_MaximizeOrEmpower(4, 2, nMetaMagic);
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| 
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|     // Touch attack
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|     int nTouch = PHS_SpellTouchAttack(PHS_TOUCH_RAY, oTarget, TRUE);
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| 
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|     // 1 hour
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|     float fDurationHP = PHS_GetDuration(PHS_HOURS, 1, nMetaMagic);
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|     // Delay is Range based
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|     float fDelay = GetDistanceToObject(oTarget)/10;
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| 
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|     // Declare effects
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|     effect eNegativeLevels = EffectNegativeLevel(nNegativeLevels);
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|     effect eNegativeVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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|     effect eNegativeBeam;
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|     // Good effects
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|     effect eTempHP = EffectTemporaryHitpoints(nNegativeLevels * 5);
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|     effect eTempHPCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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|     effect eTempHPVis = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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|     // Link good
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|     effect eLinkHP = EffectLinkEffects(eTempHP, eTempHPCessate);
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| 
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|     // Signal event
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|     PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENERGY_DRAIN);
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| 
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|     // Touch beam effect
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|     PHS_ApplyTouchBeam(oTarget, VFX_BEAM_EVIL, nTouch);
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| 
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|     // Touch attack
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|     if(nTouch &&
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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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|         // Undead check (if undead, we always apply temp HP)
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|         if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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|         {
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|             // Temp HP
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|             DelayCommand(fDelay, PHS_ApplyDurationAndVFX(oTarget, eTempHPVis, eLinkHP, fDurationHP));
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|         }
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|         // Reaction type check
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|         else if(!GetIsReactionTypeFriendly(oTarget))
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|         {
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|             // Else we will check spell resistance and immunty, then apply
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|             if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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|             {
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|                 // Apply
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|                 DelayCommand(fDelay, PHS_ApplyPermanentAndVFX(oTarget, eNegativeVis, eNegativeLevels));
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|             }
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|         }
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|     }
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| }
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