Initial upload.
Adding base PRC 4.19a files to repository.
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161
trunk/spells/nw_s0_phankill.nss
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161
trunk/spells/nw_s0_phankill.nss
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//::///////////////////////////////////////////////
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//:: Phantasmal Killer
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//:: NW_S0_PhantKill
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Target of the spell must make 2 saves or die.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 14 , 2001
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//:://////////////////////////////////////////////
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//:: VFX Pass By: Preston W, On: June 22, 2001
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//:: Update Pass By: Preston W, On: Aug 3, 2001
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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int PRCMySavingThrow2(int nSavingThrow, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus = OBJECT_SELF, float fDelay = 0.0);
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ILLUSION);
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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int nDamage = d6(3);
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int nMetaMagic = PRCGetMetaMagicFeat();
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object oTarget = PRCGetSpellTargetObject();
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effect eDam;
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);
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effect eVis2 = EffectVisualEffect(VFX_IMP_SONIC);
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PHANTASMAL_KILLER));
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//Make an SR check
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if(!PRCDoResistSpell(OBJECT_SELF, oTarget) && !GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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//Make a Will save
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// Feb 17, 2004
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// !MySavingThrow does not work here, because it does not take into account whether
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// the creature is immune to the effect. If immune, it still does the fort save, so
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// the target will still take damage or die. To avoid messing with things too much,
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// I've made a copy of the function in this script, with an edit to return the proper
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// value if the spell was resisted.
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//Make a Will save
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if (!PRCMySavingThrow2(SAVING_THROW_WILL, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF), SAVING_THROW_TYPE_MIND_SPELLS))
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{
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// Immunity to fear, makes you immune to Phantasmal Killer.
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if ( GetIsImmune( oTarget, IMMUNITY_TYPE_FEAR ) == FALSE )
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{
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//Make a Fort save
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if (PRCMySavingThrow(SAVING_THROW_FORT, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF),SAVING_THROW_TYPE_DEATH))
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{
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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return;
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//Check for metamagic
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if ((nMetaMagic & METAMAGIC_MAXIMIZE))
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{
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nDamage = 18;
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}
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if ((nMetaMagic & METAMAGIC_EMPOWER))
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{
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nDamage = FloatToInt( IntToFloat(nDamage) * 1.5 );
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}
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nDamage += SpellDamagePerDice(OBJECT_SELF, 3);
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//Set the damage property
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eDam = PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_MAGICAL);
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//Apply the damage effect and VFX impact
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget);
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}
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else
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{
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DeathlessFrenzyCheck(oTarget);
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effect eDeath = EffectDeath();
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if(!GetPRCSwitch(PRC_165_DEATH_IMMUNITY))
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eDeath = SupernaturalEffect(eDeath);
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//Apply the death effect and VFX impact
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget);
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//SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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}
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the integer used to hold the spells spell school
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}
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int PRCMySavingThrow2(int nSavingThrow, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus = OBJECT_SELF, float fDelay = 0.0)
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{
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object oCaster = GetLastSpellCaster();
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int iRW = GetLevelByClass(CLASS_TYPE_RED_WIZARD, oCaster);
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int iTK = GetLevelByClass(CLASS_TYPE_THAYAN_KNIGHT, oTarget);
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int iRedWizard = GetLevelByClass(CLASS_TYPE_RED_WIZARD, oTarget);
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int nSpell = PRCGetSpellId();
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// Handle the target having Force of Will and being targeted by a psionic power
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if(nSavingThrow != SAVING_THROW_WILL &&
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nSpell > 14000 && nSpell < 14360 &&
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GetHasFeat(FEAT_FORCE_OF_WILL, oTarget) &&
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!GetLocalInt(oTarget, "ForceOfWillUsed") &&
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// Only use will save if it's better
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(nSavingThrow == SAVING_THROW_FORT ? GetFortitudeSavingThrow(oTarget) : GetReflexSavingThrow(oTarget)) > GetWillSavingThrow(oTarget)
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)
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{
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nSavingThrow = SAVING_THROW_WILL;
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SetLocalInt(oTarget, "ForceOfWillUsed", TRUE);
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DelayCommand(6.0f, DeleteLocalInt(oTarget, "ForceOfWillUsed"));
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SendMessageToPC(oTarget, "Force Of Will used");
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}
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if (iRW > 0 && iTK > 0 && nSaveType == SAVING_THROW_TYPE_MIND_SPELLS)
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{
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return 0;
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}
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//racial pack code
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if(nSaveType == SAVING_THROW_TYPE_FIRE && GetHasFeat(FEAT_HARD_FIRE, oTarget) )
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{ nDC -= 1+(GetHitDice(oTarget)/5); }
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else if(nSaveType == SAVING_THROW_TYPE_COLD && GetHasFeat(FEAT_HARD_WATER, oTarget) )
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{ nDC -= 1+(GetHitDice(oTarget)/5); }
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else if(nSaveType == SAVING_THROW_TYPE_ELECTRICITY )
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{
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if(GetHasFeat(FEAT_HARD_AIR, oTarget))
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nDC -= 1+(GetHitDice(oTarget)/5);
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else if(GetHasFeat(FEAT_HARD_ELEC, oTarget))
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nDC -= 2;
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}
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else if(nSaveType == SAVING_THROW_TYPE_POISON && GetHasFeat(FEAT_POISON_3, oTarget) )
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{ nDC -= 3; }
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else if(nSaveType == SAVING_THROW_TYPE_ACID && GetHasFeat(FEAT_HARD_EARTH, oTarget) )
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{ nDC -= 1+(GetHitDice(oTarget)/5); }
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return BWSavingThrow(nSavingThrow, oTarget, nDC, nSaveType, oSaveVersus, fDelay);
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}
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