Further file organization
Further file organization
This commit is contained in:
97
nwn/nwnprc/trunk/smp/xxx_s_cleaveheal.nss
Normal file
97
nwn/nwnprc/trunk/smp/xxx_s_cleaveheal.nss
Normal file
@@ -0,0 +1,97 @@
|
||||
/*:://////////////////////////////////////////////
|
||||
//:: Spell Name Cleave Health
|
||||
//:: Spell FileName XXX_S_CleaveHeal
|
||||
//:://////////////////////////////////////////////
|
||||
//:: In Game Spell desctiption
|
||||
//:://////////////////////////////////////////////
|
||||
Necromancy
|
||||
Level: Sor/Wiz 4
|
||||
Components: V, S
|
||||
Casting Time: 1 standard action
|
||||
Range: Close (8M)
|
||||
Effect: Ray
|
||||
Duration: Instantaneous
|
||||
Saving Throw: Fortitude half
|
||||
Spell Resistance: Yes
|
||||
Source: Various (Aenea DM)
|
||||
|
||||
Upon casting of this spell, a crackling black ray of magic strikes a single
|
||||
target. The target immediately suffers enough negative energy damage to drain
|
||||
him of 1/2 of his current hit points. A creature with 1 or fewer hit points
|
||||
is unaffected.
|
||||
|
||||
If the target succeeds at a Fortitude save, he loses only 1/4 of his current
|
||||
hit points.
|
||||
|
||||
Creatures who are not alive, such as Undead, constructs, and elementals are
|
||||
unaffected by this spell.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Spell Effects Applied / Notes
|
||||
//:://////////////////////////////////////////////
|
||||
The level might change, the effects might change (maybe a quarter to start with)
|
||||
if the spell becomes overpowered.
|
||||
|
||||
The spell is easy to do though - and is original, well, quite original.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Jasperre
|
||||
//::////////////////////////////////////////////*/
|
||||
|
||||
#include "SMP_INC_SPELLS"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Spell Hook Check.
|
||||
if(!SMP_SpellHookCheck(SMP_SPELL_CLEAVE_HEALTH)) return;
|
||||
|
||||
// Declare major variables
|
||||
object oCaster = OBJECT_SELF;
|
||||
object oTarget = GetSpellTargetObject();
|
||||
int nMetaMagic = SMP_GetMetaMagicFeat();
|
||||
int nSpellSaveDC = SMP_GetSpellSaveDC();
|
||||
int nCurrentHP = GetCurrentHitPoints(oTarget);
|
||||
// Ray touch attack
|
||||
int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
|
||||
|
||||
// Damage is defined depending on saving throw
|
||||
int nDam;
|
||||
|
||||
// Declare effects
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
|
||||
|
||||
// Signal event
|
||||
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CLEAVE_HEALTH);
|
||||
|
||||
// Do hit/miss ray
|
||||
SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, nTouch);
|
||||
|
||||
// Touch attack
|
||||
if(nTouch)
|
||||
{
|
||||
// PvP check
|
||||
if(!GetIsReactionTypeFriendly(oTarget))
|
||||
{
|
||||
// Spell Resistance
|
||||
if(!SMP_SpellResistanceCheck(oCaster, oTarget))
|
||||
{
|
||||
// Fortitude for quarter damage, else do half damage.
|
||||
// * Negative based fortitude save
|
||||
if(SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_NEGATIVE))
|
||||
{
|
||||
// Sucess: Damage is 1/4 HP
|
||||
nDam = nCurrentHP / 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Failure: Damage is 1/2 HP
|
||||
nDam = nCurrentHP / 2;
|
||||
}
|
||||
// Need 1HP or more, so check here.
|
||||
if(nDam > 0)
|
||||
{
|
||||
// Apply damage and effects
|
||||
SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_NEGATIVE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user