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.
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //::///////////////////////////////////////////////
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| //:: Searing Light
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| //:: s_SearLght.nss
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| //:: Copyright (c) 2000 Bioware Corp.
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| //:://////////////////////////////////////////////
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| //:: Focusing holy power like a ray of the sun, you project
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| //:: a blast of light from your open palm. You must succeed
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| //:: at a ranged touch attack to strike your target. A creature
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| //:: struck by this ray of light suffers 1d8 points of damage
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| //:: per two caster levels (maximum 5d8). Undead creatures suffer
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| //:: 1d6 points of damage per caster level (maximum 10d6), and
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| //:: undead creatures particularly vulnerable to sunlight, such
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| //:: as vampires, suffer 1d8 points of damage per caster level
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| //:: (maximum 10d8). Constructs and inanimate objects suffer only
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| //:: 1d6 points of damage per two caster levels (maximum 5d6).
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| //:://////////////////////////////////////////////
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| //:: Created By: Keith Soleski
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| //:: Created On: 02/05/2001
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| //:://////////////////////////////////////////////
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| //:: VFX Pass By: Preston W, On: June 25, 2001
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| 
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| //:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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| 
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| //:: Added hold ray functionality - HackyKid
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| 
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| #include "prc_sp_func"
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| #include "prc_add_spell_dc"
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| 
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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 nEvent)
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| {
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|     int nMetaMagic = PRCGetMetaMagicFeat();
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|     int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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|     int nPenetr = nCasterLevel + SPGetPenetr();
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|     int nDamage;
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|     int nMax;
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|     effect eDam;
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|     effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
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|     effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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|     
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|     if(!GetIsReactionTypeFriendly(oTarget))
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|     {
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|         //Fire cast spell at event for the specified target
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|         SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SEARING_LIGHT));
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|         eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
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|         //Make an SR Check
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|         if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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|         {
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|             //Limit caster level
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|             if (nCasterLevel > 10)
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|             {
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|                 nCasterLevel = 10;
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|             }
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|             //Check for racial type undead
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|             if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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|             {
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|                 nDamage = d8(nCasterLevel);
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|                 nMax = 8;
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|             }
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|             //Check for racial type construct
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|             else if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_CONSTRUCT)
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|             {
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|                 nCasterLevel /= 2;
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|                 if(nCasterLevel == 0)
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|                 {
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|                     nCasterLevel = 1;
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|                 }
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|                 nDamage = d6(nCasterLevel);
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|                 nMax = 6;
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|             }
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|             else
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|             {
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|                 nCasterLevel = nCasterLevel/2;
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|                 if(nCasterLevel == 0)
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|                 {
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|                     nCasterLevel = 1;
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|                 }
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|                 nDamage = d8(nCasterLevel);
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|                 nMax = 8;
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|             }
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| 
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|             //Make metamagic checks
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|             if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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|             {
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|                 nDamage = nMax * nCasterLevel;
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|             }
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|             if ((nMetaMagic & METAMAGIC_EMPOWER))
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|             {
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|                 nDamage = nDamage + (nDamage/2);
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|             }
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|             
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|             nDamage += SpellDamagePerDice(oCaster, nCasterLevel);
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|             //Set the damage effect
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|             eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_DIVINE);
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|             //Apply the damage effect and VFX impact
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|             SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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|             DelayCommand(0.5, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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|             //SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.0);
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|         }
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|     }
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|     SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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| 
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|     return !GetIsReactionTypeFriendly(oTarget);    //return TRUE if spell charges should be decremented
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| }
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| 
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| void main()
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| {
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|     object oCaster = OBJECT_SELF;
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|     int nCasterLevel = PRCGetCasterLevel(oCaster);
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|     PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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|     if (!X2PreSpellCastCode()) return;
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|     object oTarget = PRCGetSpellTargetObject();
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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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|     {
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|         if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
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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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| 	if (oCaster != oTarget)	//cant target self with this spell, only when holding charge
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| 	        DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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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, nEvent))
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|                 DecrementSpellCharges(oCaster);
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|         }
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|     }
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|     PRCSetSchool();
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| }
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| 
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