Spell & Ability Upgrade
Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
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90
_haks/poa_exp_spells/sp_slashdark.nss
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90
_haks/poa_exp_spells/sp_slashdark.nss
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/////////////////////////////////////////////////////////////////////
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//
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// Slashing Darkness - Project a damaging ray of negative energy.
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//
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/////////////////////////////////////////////////////////////////////
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//::Added hold ray functionality - HackyKid
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#include "prc_inc_sp_tch"
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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//Implements the spell impact, put code here
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// if called in many places, return TRUE if
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// stored charges should be decreased
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// eg. touch attack hits
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//
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// Variables passed may be changed if necessary
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int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
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{
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nSaveDC = PRCGetSaveDC(oTarget, oCaster);
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int nPenetr = nCasterLevel + SPGetPenetr();
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int nDice = (nCasterLevel + 1) / 2;
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if (nDice > 20) nDice = 20;
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// Adjust the damage type if necessary.
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int nDamageType = PRCGetElementalDamageType(DAMAGE_TYPE_NEGATIVE, OBJECT_SELF);
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int iAttackRoll = 0;
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if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
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{
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//Fire cast spell at event for the specified target
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PRCSignalSpellEvent(oTarget);
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iAttackRoll = PRCDoRangedTouchAttack(oTarget);;
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY,
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EffectBeam(VFX_BEAM_BLACK, OBJECT_SELF, BODY_NODE_HAND, 0 == iAttackRoll), oTarget, 1.0,FALSE);
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if (iAttackRoll > 0)
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{
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, nPenetr))
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{
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int nDamage = PRCGetMetaMagicDamage(nDamageType, 1 == iAttackRoll ? nDice : (nDice * 2), 8);
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// Apply the damage and the vfx to the target.
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effect eEffect = PRCEffectDamage(oTarget, nDamage, nDamageType);
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if (RACIAL_TYPE_UNDEAD == MyPRCGetRacialType(oTarget) || (GetHasFeat(FEAT_TOMB_TAINTED_SOUL, oTarget) && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_GOOD) || GetLocalInt(oTarget, "AcererakHealing"))
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eEffect = PRCEffectHeal(nDamage, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget);
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PRCBonusDamage(oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY), oTarget);
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}
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}
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}
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return iAttackRoll; //return TRUE if spell charges should be decremented
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}
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void main()
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{
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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PRCSetSchool(GetSpellSchool(PRCGetSpellId()));
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if (!X2PreSpellCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
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if(!nEvent) //normal cast
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{
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if (GetLocalInt(oCaster, PRC_SPELL_HOLD) && GetHasFeat(FEAT_EF_HOLD_RAY, oCaster) && oCaster == oTarget)
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{ //holding the charge, casting spell on self
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SetLocalSpellVariables(oCaster, 1); //change 1 to number of charges
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return;
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}
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if (oCaster != oTarget) //cant target self with this spell, only when holding charge
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DoSpell(oCaster, oTarget, nCasterLevel, nEvent);
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}
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else
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{
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if(nEvent & PRC_SPELL_EVENT_ATTACK)
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{
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if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent))
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DecrementSpellCharges(oCaster);
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}
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}
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PRCSetSchool();
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}
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