PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_divinefavo.nss

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/*:://////////////////////////////////////////////
//:: Spell Name Divine Favor
//:: Spell FileName PHS_S_DivineFavo
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 bonus on
attack and weapon damage rolls for every three caster levels you have (at
least +1, maximum +3). The bonus doesn<73>t apply to spell damage.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
As the spell says.
Errata - Changes this to a maximum of +3 - whew!
It is only the caster, only for a minute, although it does penetrate DR (urg).
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_DIVINE_FAVOR)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Make sure they are not immune to spells
if(PHS_TotalSpellImmunity(oTarget)) return;
// Total bonuses to add 1 per 3 levels, max 3
int nBonus = PHS_LimitInteger(nCasterLevel/3, 3);
// Determine duration in minutes
float fDuration = PHS_GetDuration(PHS_MINUTES, 1, nMetaMagic);
// Declare effefcts and link
effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_10);
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MINOR);
effect eAttack = EffectAttackIncrease(nBonus);
effect eDamage = EffectDamageIncrease(nBonus, DAMAGE_TYPE_DIVINE);
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
// Link effects
effect eLink = EffectLinkEffects(eDur, eAttack);
eLink = EffectLinkEffects(eLink, eDamage);
eLink = EffectLinkEffects(eLink, eCessate);
// Remove pervious castings of it
PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_DIVINE_FAVOR, oTarget);
//Fire cast spell at event for the specified target
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_DIVINE_FAVOR, FALSE);
// Apply VNF and effect.
PHS_ApplyLocationVFX(GetLocation(oTarget), eImpact);
PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
}