I'm playing around with adding bonus damage to the Negative Energy Ray spell based on a variable stored on the player. But how can I get who is casting the spell? I don't see it in either of the #includes or in main().
I figured that I would use the same technique as I have with other scripts to get this info, but how should I declare what oPC is within nw_s0_nergay itself?
//Get SWAMPPOOL Damage Bonus stored on playerbook
object oItem = GetItemPossessedBy(oPC,"playerbook");
if (!GetIsPC(oPC)) return;
int SWAMPPOOL = GetLocalInt(oItem, "SWAMPPOOL");
nw_s0_negray
#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
//Get SWAMPPOOL Damage Bonus stored on playerbook
object oItem = GetItemPossessedBy(oPC,"playerbook");
if (!GetIsPC(oPC)) return;
int SWAMPPOOL = GetLocalInt(oItem, "SWAMPPOOL");
//Declare major variables
object oTarget = GetSpellTargetObject();
int nCasterLevel = GetCasterLevel(OBJECT_SELF);
int nMetaMagic = GetMetaMagicFeat();
if(nCasterLevel > 9)
{
nCasterLevel = 9;
}
nCasterLevel = (nCasterLevel + 1) / 2;
int nDamage = d6(nCasterLevel);
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_MAXIMIZE)
{
nDamage = 6 * 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 eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
effect eRay;
if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
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;
}
effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
//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);
effect eHeal = EffectHeal(nDamage);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
}