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.
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Ray of Clumsiness
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| //:: Spell FileName XXX_S_RayofClums
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Necromancy [Mind-Affecting]
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|     Level: Sor/Wiz 3
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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
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|     Duration: 1 min./level
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|     Saving Throw: None
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|     Spell Resistance: Yes
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|     Source: Various (schulerta)
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| 
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|     A ray of black energy springs from your hand. You must succeed on a ranged
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|     touch attack to strike a target. The subject takes a penalty to Reflex Saves
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|     equal to 1d4+1.
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     As the spell says.
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| 
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|     Apart from, originally, it was a Gray (or even Grey) ray.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "SMP_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(!SMP_SpellHookCheck(SMP_SPELL_RAY_OF_CLUMSINESS)) 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 nCasterLevel = SMP_GetCasterLevel();
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|     int nMetaMagic = SMP_GetMetaMagicFeat();
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|     // Touch attack
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|     int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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| 
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|     // Duration in minutes
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|     float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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| 
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|     // Amount of save damage. 1d4 +1
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|     int nDamage = SMP_MaximizeOrEmpower(4, 1, nMetaMagic, 1);
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| 
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|     // Declare effects
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|     effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
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|     effect eSave = EffectSavingThrowDecrease(SAVING_THROW_REFLEX, nDamage, SAVING_THROW_TYPE_ALL);
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|     effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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|     effect eLink = EffectLinkEffects(eSave, eCessate);
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| 
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|     // Do ray visuals
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|     SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, nTouch);
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| 
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|     // Signal event
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|     SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RAY_OF_CLUMSINESS);
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| 
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|     // Touch attack
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|     if(nTouch)
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|     {
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|         // PvP check
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|         if(!GetIsReactionTypeFriendly(oTarget) &&
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|            !SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) &&
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|            !SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_SAVING_THROW_DECREASE))
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|         {
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|             // Resistance
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|             if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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|             {
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|                 // Remove previous spell effects (they don't stack anyway)
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|                 SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_RAY_OF_CLUMSINESS, oTarget);
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| 
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|                 // Apply effects
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|                 SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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|             }
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|         }
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|     }
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| }
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