forked from Jaysyn/PRC8
63 lines
2.2 KiB
Plaintext
63 lines
2.2 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Touch of Fatigue
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//:: Spell FileName PHS_S_TouchFatig
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Touch Target: Creature touched Duration: 1 round/level
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Saving Throw: Fortitude negates Spell Resistance: Yes
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You channel negative energy through your touch, fatiguing the target. You must
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succeed on a touch attack to strike a target. The subject is immediately
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fatigued for the spell<6C>s duration.
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This spell has no effect on a creature that is already fatigued. Unlike with
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normal fatigue, the effect ends as soon as the spell<6C>s duration expires.
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Material Component: A drop of sweat.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Applies the fatigue using the special way.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_TOUCH_OF_FATIGUE)) 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 = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Always fire spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_TOUCH_OF_FATIGUE);
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// Apply VFX (hit or not)
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PHS_ApplyTouchVisual(oTarget, VFX_IMP_REDUCE_ABILITY_SCORE, nTouch);
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// Melee touch attack.
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if(PHS_SpellTouchAttack(PHS_TOUCH_MELEE, oTarget, TRUE))
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{
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// Must check reaction type for PvP
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Check spell resistance and immunities.
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Apply VFX Impact and negative ability effect
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PHS_ApplyFatigue(oTarget, FALSE, DURATION_TYPE_TEMPORARY, fDuration);
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}
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}
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}
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}
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