forked from Jaysyn/PRC8
98 lines
3.2 KiB
Plaintext
98 lines
3.2 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Cleave Health
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//:: Spell FileName XXX_S_CleaveHeal
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy
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Level: Sor/Wiz 4
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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: Instantaneous
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Saving Throw: Fortitude half
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Spell Resistance: Yes
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Source: Various (Aenea DM)
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Upon casting of this spell, a crackling black ray of magic strikes a single
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target. The target immediately suffers enough negative energy damage to drain
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him of 1/2 of his current hit points. A creature with 1 or fewer hit points
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is unaffected.
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If the target succeeds at a Fortitude save, he loses only 1/4 of his current
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hit points.
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Creatures who are not alive, such as Undead, constructs, and elementals are
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unaffected by this spell.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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The level might change, the effects might change (maybe a quarter to start with)
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if the spell becomes overpowered.
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The spell is easy to do though - and is original, well, quite original.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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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_CLEAVE_HEALTH)) return;
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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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nCurrentHP = GetCurrentHitPoints(oTarget);
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// Ray touch attack
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int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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// Damage is defined depending on saving throw
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int nDam;
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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// Signal event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CLEAVE_HEALTH);
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// Do hit/miss ray
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SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, nTouch);
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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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{
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// Spell Resistance
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if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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{
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// Fortitude for quarter damage, else do half damage.
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// * Negative based fortitude save
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if(SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NEGATIVE))
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{
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// Sucess: Damage is 1/4 HP
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nDam = nCurrentHP / 4;
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}
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else
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{
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// Failure: Damage is 1/2 HP
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nDam = nCurrentHP / 2;
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}
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// Need 1HP or more, so check here.
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if(nDam > 0)
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{
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// Apply damage and effects
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SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_NEGATIVE);
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}
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}
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}
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}
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}
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