forked from Jaysyn/PRC8
167 lines
6.3 KiB
Plaintext
167 lines
6.3 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Name Disintegrate
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//:: FileName sp_disint.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/** @file Disintegrate
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School: Transmutation
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Level: Destruction 7, Sor/Wiz 6
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Components: V, S, M/DF
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Casting Time: 1 action
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Range: Medium (100 ft. + 10 ft/level)
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Effect: Ray
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Duration: Instantaneous
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Saving Throw: Fortitude partial
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Spell Resistance: Yes
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A thin, green ray springs from your pointing finger.
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You must make a successful ranged touch attack to hit.
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Any creature struck by the ray takes 2d6 points of
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damage per caster level (to a maximum of 40d6). Any
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creature reduced to 0 or fewer hit points by this
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spell is entirely disintegrated, leaving behind only
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a trace of fine dust. A disintegrated creature<72>s
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equipment is unaffected.
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When used against an object, the ray simply
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disintegrates as much as one 10- foot cube of
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nonliving matter. Thus, the spell disintegrates only
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part of any very large object or structure targeted.
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The ray affects even objects constructed entirely of
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force, such as forceful hand or a wall of force, but
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not magical effects such as a globe of invulnerability
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or an antimagic field.
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A creature or object that makes a successful Fortitude
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save is partially affected, taking only 5d6 points of
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damage. If this damage reduces the creature or object
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to 0 or fewer hit points, it is entirely disintegrated.
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Only the first creature or object struck can be
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affected; that is, the ray affects only one target per
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casting.
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Material Components: A lodestone and a pinch of dust.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: ????
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//:: Created On: ????
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//::
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//:: Modified By: Tenjac 1/11/06
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//:: Added hold ray functionality - HackyKid
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//:://////////////////////////////////////////////
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#include "prc_inc_sp_tch"
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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 iAttackRoll;
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// Target allowed check
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oCaster))
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{
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// Fire cast spell at event for the specified target
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PRCSignalSpellEvent(oTarget);
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// Make the touch attack.
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iAttackRoll = PRCDoRangedTouchAttack(oTarget);
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// Shoot the beam. Hit / miss animation
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,
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EffectBeam(VFX_BEAM_DISINTEGRATE, oCaster, BODY_NODE_HAND, !iAttackRoll),
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oTarget, 1.0, FALSE);
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// If the beam hit, affect the target
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if (iAttackRoll > 0)
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{
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// Make SR check
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if (!PRCDoResistSpell(oCaster, oTarget, nPenetr))
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{
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// Fort save or die time, but we implement death by doing massive damage
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// since disintegrate works on constructs, undead, etc. At some point EffectDie()
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// should be tested to see if it works on non-living targets, and if it does it should
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// be used instead.
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// Test done. Result: It does kill them.
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int bKills = FALSE;
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if (PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nSaveDC, SAVING_THROW_TYPE_SPELL))
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{
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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return 0;
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int nDamage = PRCGetMetaMagicDamage(DAMAGE_TYPE_MAGICAL, 1 == iAttackRoll ? 5 : 10, 6);
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nDamage += SpellDamagePerDice(oCaster, 5);
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// Determine if we should show the special kill VFX
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if(nDamage >= GetCurrentHitPoints (oTarget))
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bKills = TRUE;
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// Run the touch attack damage applicator
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ApplyTouchAttackDamage(oCaster, oTarget, iAttackRoll, nDamage, DAMAGE_TYPE_MAGICAL);
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}
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else
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{
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// If FB passes saving throw it survives, else it dies
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DeathlessFrenzyCheck(oTarget);
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// Always show the special kill VFX
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bKills = TRUE;
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// Schedule dying to happen in 1.. 2.. 3..
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
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}
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// Apply damage effect and VFX impact, and if the target is dead then apply
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// the fancy rune circle too.
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if(bKills)
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_2), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_MAGBLUE), oTarget);
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}
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}
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}
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return iAttackRoll; //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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