NWNDS/nwnds_module/bloodcall.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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void DoConDamage(object oTarget, object oOrigin )
{
int nKillEm = 0;
if ( (!GetIsPC( oTarget ) ) || ( GetGameDifficulty() >= GAME_DIFFICULTY_CORE_RULES ) )
{
nKillEm = 1;
}
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eBeam = EffectBeam(VFX_BEAM_SILENT_EVIL,oOrigin,BODY_NODE_CHEST);
int nDam = d4();
effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDam);
eCon = SupernaturalEffect(eCon);
if ( GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
return;
}
if ( GetAbilityScore(oTarget,ABILITY_CONSTITUTION) - nDam < 3 && nKillEm )
{
int nHitPoints = GetCurrentHitPoints(oTarget);
effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
effect eHitDamage = EffectDamage(nHitPoints, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHitDamage, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eCon,oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eBeam,oTarget,1.5);
}
void main()
{
object oOrigin = OBJECT_SELF ; // Where the spell came from
object oTarget = GetSpellTargetObject(); // What the spell is aimed at
int nRace = GetRacialType(oTarget);
if ( nRace == RACIAL_TYPE_UNDEAD || nRace == RACIAL_TYPE_CONSTRUCT ||
nRace == RACIAL_TYPE_OOZE || nRace == RACIAL_TYPE_ELEMENTAL )
return;
DelayCommand(0.1,DoConDamage(oTarget,oOrigin));
}