//Straightened out a bit
//::///////////////////////////////////////////////
//:: Negative Energy Ray//:: NW_S0_NegRay
//:: Copyright © 2001 Bioware Corp.
//:://////////////////////////////////////////////
/* Fires a bolt of negative energy at the target
doing 1d6 damage. Does an additional 1d6 damage for 2 levels after level 1 (3,5,7,9) to
a maximum of 5d6 at level 9.*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk//:: Created On: Sept 13, 2001
//:: Modified by: VonTherodere//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"#include "x2_inc_spellhook"
void main(){
/* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
object oTarget = GetSpellTargetObject();
int nCasterLevel = GetCasterLevel(OBJECT_SELF);
int nMetaMagic = GetMetaMagicFeat();
if(nCasterLevel > 9)
{
nCasterLevel = 9;
}
nCasterLevel = (nCasterLevel + 2) / 2;
int nDamage = d8(nCasterLevel);
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = 8 * nCasterLevel;//Damage is at max
}
else if (nMetaMagic == METAMAGIC_EMPOWER)
{
nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
}
effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
effect eHeal = EffectHeal(nDamage);
effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
effect eRay;
if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD && GetSubRace(oTarget) != "Skeleton" &&
GetSubRace(oTarget) != "Zombie" &&
GetSubRace(oTarget) != "Small Skeleton" &&
GetSubRace(oTarget) != "Large Skeleton" &&
GetSubRace(oTarget) != "Ghoul" &&
GetSubRace(oTarget) != "Wight" &&
GetSubRace(oTarget) != "Morhg" &&
GetSubRace(oTarget) != "Mummy" &&
GetSubRace(oTarget) != "Vampire")
{
if(!GetIsReactionTypeFriendly(oTarget))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY));
eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND);
if (!MyResistSpell(OBJECT_SELF, oTarget))
{
//Make a saving throw check
if(/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE))
{
nDamage /= 2;
}
//Apply the VFX impact and effects
//DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}
}
else
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY, FALSE));
eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
}
:innocent:
Modifié par Morbane, 18 octobre 2011 - 08:25 .