forked from Jaysyn/PRC8
42 lines
1.9 KiB
Plaintext
42 lines
1.9 KiB
Plaintext
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//////////////////////////////////////////////////////
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// Brittlebone
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// sp_brittlebn.nss
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//////////////////////////////////////////////////////
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/* Brittlebone: This unguent must be spread over a set of
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bones before animation as a skeleton. The ointment reduces
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the skeleton<6F>s natural armor by 2 points (to a minimum of 0),
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but when the skeleton is destroyed, its bones splinter and fl y
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apart, sending shards in all directions. Any creature within
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the skeleton<6F>s reach takes 1 point of piercing damage per HD
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of the skeleton (Reflex DC 15 half; minimum 1 point). */
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#include "prc_inc_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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string sResRef = GetResRef(oTarget);
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//Conditional statement checking for resrefs of skeletons. If you have custom skeletons, add their resrefs here.
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if(sResRef == "nw_s_skeleton" ||
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sResRef == "x2_s_bguard_18" ||
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sResRef == "nw_s_skelchief" ||
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sResRef == "nw_s_skelwarr" ||
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sResRef == "nw_skeleton" ||
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sResRef == "nw_skelchief" ||
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sResRef == "nw_skelmage" ||
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sResRef == "nw_skelpriest" ||
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sResRef == "nw_skelwarr01" ||
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sResRef == "nw_skelwarr02")
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{
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object oSkin = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oTarget);
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itemproperty ipOnHit = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1);
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IPSafeAddItemProperty(oSkin, ipOnHit, 0.0f);
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AddEventScript(oTarget, EVENT_NPC_ONDEATH, "prc_evnt_brtbn.nss", FALSE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACDecrease(2, AC_NATURAL_BONUS), oTarget);
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SendMessageToPC(oPC, "You have coated the skeleton with Brittlebone.");
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}
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else SendMessageToPC(oPC, "Invalid target. The target must be a skeleton.");
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}
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