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.
		
			
				
	
	
		
			99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Halt Undead
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| //:: Spell FileName phs_s_haltundead
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     20M range. Nearest 3 undead creatures up to 5M from target location.
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|     Will negates, SR applies. 1 round/level duration.
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|     This spell renders as many as three undead creatures paralyzed. The effect
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|     is broken if the halted creatures are attacked or take damage.
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|     Non-intelligent undead get no save.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Only works on undead.
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| 
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|     The nearest 3 undead to the target location at hit.
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| 
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|     - Non-intelligent are 3 intelligence creatures.
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| 
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|     NOTE:
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| 
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|     Requires AI edit, so that OnDAmaged, onAttacked, OnSpellCAstAt picks up
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|     that we have been attacked, and therefore remove this spells effects.
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| 
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|     - NO Pc's are affected by this.
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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_HALT_UNDEAD)) 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;
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|     location lTarget = GetSpellTargetLocation();
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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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|     int nCountUndead = 0;
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|     // Can only affect up to 3 undead
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|     int nMaxUndead = 3;
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| 
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|     // Duration in rounds
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|     float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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| 
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|     // Declare effects
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|     effect eVis = EffectVisualEffect(VFX_COM_HIT_DIVINE);
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|     effect ePara = EffectParalyze();
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|     effect eDur = EffectVisualEffect(VFX_DUR_PARALYZED);
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|     effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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| 
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|     // Link effect
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|     effect eLink = EffectLinkEffects(ePara, eDur);
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|     eLink = EffectLinkEffects(eDur2, eLink);
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|     eLink = EffectLinkEffects(eCessate, eLink);
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| 
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|     // Get nearest targets to the location cast at
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|     int iCnt = 1;
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|     oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, iCnt);
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|     // Loop targets
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|     while(GetIsObjectValid(oTarget) && nCountUndead < nMaxUndead &&
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|           GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= RADIUS_SIZE_LARGE)
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|     {
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|         // Check if they are undead and in our LOS
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|         if(!GetIsPC(oTarget) && LineOfSightObject(oCaster, oTarget) &&
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|             GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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|         {
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|             // add one to undead attempted to be held
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|             nCountUndead++;
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|             PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HALT_UNDEAD);
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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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|                 // Will save only if they are > 3 Intelligence
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|                 if(GetAbilityScore(oTarget, ABILITY_INTELLIGENCE) <= 3)
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|                 {
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|                     // Apply effects
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|                     PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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|                 }
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|                 else if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC))
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|                 {
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|                     // Applly effects
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|                     PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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|                 }
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|             }
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|         }
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|         iCnt++;
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|         oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, iCnt);
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|     }
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| }
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