Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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//:: Added hold ray functionality - HackyKid
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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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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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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//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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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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return !GetIsReactionTypeFriendly(oTarget); //return TRUE if spell charges should be decremented
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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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