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.
		
			
				
	
	
		
			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Horrid Wilting
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| //:: Spell FileName PHS_S_HorridWilt
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Range: Long (40M)
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|     Targets: Living enemy creatures, within a 10-M-radius sphere
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|     Duration: Instantaneous
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|     Saving Throw: Fortitude half
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|     Spell Resistance: Yes
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| 
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|     This spell evaporates moisture from the body of each subject living creature,
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|     dealing 1d6 points of damage per caster level (maximum 20d6). This spell is
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|     especially devastating to water elementals and plant creatures, which instead
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|     take 1d8 points of damage per caster level (maximum 20d8).
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| 
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|     Arcane Material Component: A bit of sponge.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     Plant and water elementals are easily added extra damage - more power
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|     to the necromancers, eh?
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| 
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|     Damage is magical, as Bioware's spell. Massive radius, however!
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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_HORRID_WILTING)) 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 nCasterLevel = PHS_GetCasterLevel();
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|     int nSpellSaveDC = PHS_GetSpellSaveDC();
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|     int nMetaMagic = PHS_GetMetaMagicFeat();
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|     int nDam;
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|     float fDelay;
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| 
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|     // Limit dice to 20d6/8
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|     int nDice = PHS_LimitInteger(nCasterLevel, 20);
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| 
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|     // Declare Effects
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|     effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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| 
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|     // Apply AOE visual
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|     effect eImpact = EffectVisualEffect(VFX_FNF_HORRID_WILTING);
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|     PHS_ApplyLocationVFX(lTarget, eImpact);
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| 
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|     // Get all targets in a sphere, 10.0M radius, objects - Creatures
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|     oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     // Loop targets
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|     while(GetIsObjectValid(oTarget))
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|     {
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|         // Enemy only PvP Check and spell immunity check
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|         if(GetIsReactionTypeHostile(oTarget, oCaster) &&
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|            !PHS_GeneralEverythingImmunity(oTarget))
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|         {
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|             //Fire cast spell at event for the specified target
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|             PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HORRID_WILTING);
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| 
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|             // Make sure they are living
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|             if(PHS_GetIsAliveCreature(oTarget))
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|             {
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|                 // Get the distance between the explosion and the target to calculate delay
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|                 fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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| 
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|                 // Spell resistance And immunity checking.
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|                 if(!PHS_SpellResistanceCheck(oCaster, oTarget, fDelay))
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|                 {
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|                     // If they are a plant, or water elemental, do d8 not d6 damage.
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|                     if(PHS_GetIsPlant(oTarget) || PHS_GetIsWaterElemental(oTarget))
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|                     {
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|                         // Roll damage - d8
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|                         nDam = PHS_MaximizeOrEmpower(8, nDice, nMetaMagic);
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|                     }
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|                     else
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|                     {
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|                         // Roll damage - d6
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|                         nDam = PHS_MaximizeOrEmpower(6, nDice, nMetaMagic);
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|                     }
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| 
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|                     // Adjust the damage based on the Fortitude Save.
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|                     nDam = PHS_GetAdjustedDamage(SAVING_THROW_FORT, nDam, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_FIRE, oCaster, fDelay);
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| 
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|                     // Need to do damage to apply visuals
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|                     if(nDam > 0)
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|                     {
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|                         // Apply effects to the currently selected target.
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|                         DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_MAGICAL));
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|                     }
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|                 }
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|             }
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|         }
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|         // Get Next Target
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|         oTarget = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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|     }
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| }
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