PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_harm.nss

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/*:://////////////////////////////////////////////
//:: Spell Name Harm
//:: Spell FileName PHS_S_Harm
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 10 points of damage
per caster level (to a maximum of 150 points at 15th level). If the creature
successfully saves, harm deals half this amount, but it cannot reduce the
target<65>s hit points to less than 1.
If used on an undead creature, harm acts like heal.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
3.5 rules are much fairer now.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_HARM)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nSpellSaveDC = PHS_GetSpellSaveDC();
int nCasterLevel = PHS_GetCasterLevel();
int nTargetHP = GetCurrentHitPoints(oTarget);
int nMaxHealHarm = PHS_LimitInteger(nCasterLevel * 10);
int nTouch;
// Declare effects
effect eHeal = EffectHeal(nMaxHealHarm);
effect eHealVis = EffectVisualEffect(VFX_IMP_HEALING_X);
effect eCheck;
int nEffectType, nEffectSpellID;
// Check if the target is alive
if(PHS_GetIsAliveCreature(oTarget))
{
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_HEAL);
// Touch melee attack
nTouch = PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE);
// Visual effects hit/miss
PHS_ApplyTouchVisual(oTarget, VFX_IMP_SUNSTRIKE, nTouch);
// Does it hit?
if(nTouch)
{
// Double damage on critical!
if(nTouch == 2)
{
nMaxHealHarm *= 2;
}
// PvP check
if(!GetIsReactionTypeFriendly(oTarget))
{
// Spell resistance
if(!PHS_SpellResistanceCheck(oCaster, oTarget))
{
// Check will save
if(PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NEGATIVE))
{
// Half damage
nMaxHealHarm /= 2;
}
// Declare damage
// - Cannot be able to kill them
if(nTargetHP > 1)
{
if(nMaxHealHarm > nTargetHP)
{
nMaxHealHarm = nTargetHP - 1;
}
// Apply damage
PHS_ApplyDamageToObject(oTarget, nMaxHealHarm, DAMAGE_TYPE_NEGATIVE);
}
}
}
}
}
// Must be undead to heal
else if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
{
// We remove all the things in a effect loop.
// ability damage, blinded, confused,
// dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,
// insanity, nauseated, sickened, stunned, and poisoned.
eCheck = GetFirstEffect(oTarget);
// Loop effects
while(GetIsEffectValid(eCheck))
{
nEffectType = GetEffectType(eCheck);
nEffectSpellID = GetEffectSpellId(eCheck);
// Remove cirtain spells
switch(nEffectSpellID)
{
case PHS_SPELL_INSANITY:
case PHS_SPELL_FEEBLEMIND:
// - Dazzeled
//case PHS_SPELL_FLARE:
RemoveEffect(oTarget, eCheck);
break;
// Other effects
default:
{
// Remove cirtain effects
switch(nEffectType)
{
case EFFECT_TYPE_DAZED:
case EFFECT_TYPE_DEAF:
case EFFECT_TYPE_DISEASE:
case EFFECT_TYPE_STUNNED:
case EFFECT_TYPE_POISON:
{
RemoveEffect(oTarget, eCheck);
}
break;
}
}
break;
}
// Get next effect
eCheck = GetNextEffect(oTarget);
}
// Remove fatige
PHS_RemoveFatigue(oTarget);
// We heal damage after
PHS_ApplyInstantAndVFX(oTarget, eHealVis, eHeal);
}
}