forked from Jaysyn/PRC8
98 lines
3.7 KiB
Plaintext
98 lines
3.7 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Eagle<6C>s Splendor, Mass
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//:: Spell FileName PHS_S_EaglesSplM
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Brd 6, Clr 6, Sor/Wiz 6
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: One creature/level, within a 5M radius sphere
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Duration: 1 min./level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes
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The transmuted creatures becomes more poised, articulate, and personally
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forceful. The spell grants a +4 enhancement bonus to Charisma, adding the
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usual benefits to Charisma-based skill checks and other uses of the
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Charisma modifier. Sorcerers and bards (and other spellcasters who rely on
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Charisma) affected by this spell do not gain any additional bonus spells
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for the increased Charisma, but the save DCs for spells they cast while
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under this spell<6C>s effect do increase.
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Arcane Material Component: A few feathers or a pinch of droppings from an
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eagle.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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+4 In the stat, Doesn't stack with normal, and can affect up to 1 target/
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level. Friends only targeted.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_BULLS_STRENGTH_MASS)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCnt, nFriend;
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// Ability to use
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int nAbility = ABILITY_CHARISMA;
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// Duration - 1 minute/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare Effects
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effect eAbility = EffectAbilityIncrease(nAbility, 4);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAbility, eCessate);
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// Loop all allies in a huge sphere
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nCnt = 1;
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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// 1 target/level, nearest to location within a 5.0M radius
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while(GetIsObjectValid(oTarget) && nFriend < nCasterLevel &&
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GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) <= 5.0)
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{
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// Friendly check
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if(oTarget == OBJECT_SELF ||
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GetIsFriend(oTarget) ||
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GetFactionEqual(oTarget))
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{
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// Make sure they are not immune to spells
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if(!PHS_TotalSpellImmunity(oTarget))
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{
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// Check if oTarget has better effects already
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if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) != 2)
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{
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// Add one to counter
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nFriend++;
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// Signal the spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BULLS_STRENGTH_MASS, FALSE);
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// Remove these abilities effects
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PHS_RemoveAnyAbilityBonuses(oTarget, nAbility);
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//Apply effects and VFX to target
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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}
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}
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// Get next target
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oTarget = GetNearestObjectToLocation(OBJECT_TYPE_CREATURE, lTarget, nCnt);
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}
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}
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