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

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/*:://////////////////////////////////////////////
//:: Spell Name Magic Fang, Greater
//:: Spell FileName PHS_S_MagicFngGr
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (8M)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like magic fang, except that the enhancement bonus on
attack and damage rolls is +1 per four caster levels (maximum +5). The spell
can affect slam attack, fist, bite, or other natural weapons.
Alternatively, you may imbue all of the creature<72>s natural weapons with a
+1 enhancement bonus (regardless of your caster level).
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
It affects all of the targets creature weapons if they havn't got a enchantment
bonus already, +1 all.
Or +5 to one.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_MAGIC_FANG_GREATER)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
object oItem;
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
int bDone = FALSE;
int bDoAll = FALSE;
int nSpellId = GetSpellId();
int nBonus;
// Duration is 1 hour a level
float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
// Signal event
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGIC_FANG_GREATER, FALSE);
// Get what spell it is
if(nSpellId == PHS_SPELL_MAGIC_FANG_GREATER_ALL)
{
// ALL weapons +1
nBonus = 1;
bDoAll = TRUE;
}
else //if(nSpellId == PHS_SPELL_MAGIC_FANG_GREATER_ONE)
{
// ONE weapon, up to +5.
nBonus = PHS_LimitInteger(nCasterLevel/4, 5);
}
// Declare effects
effect eVis = EffectVisualEffect(PHS_VFX_IMP_MAGIC_FANG_GREATER);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
itemproperty IP_Enchant = ItemPropertyEnhancementBonus(nBonus);
// Get the creatures items and apply the effect
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
if(GetIsObjectValid(oItem) &&
!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
{
bDone = TRUE;
AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
}
if(bDone == FALSE || bDoAll == TRUE)
{
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
if(GetIsObjectValid(oItem) &&
!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
{
bDone = TRUE;
AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
}
}
if(bDone == FALSE || bDoAll == TRUE)
{
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
if(GetIsObjectValid(oItem) &&
!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
{
bDone = TRUE;
AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
}
}
if(bDone == TRUE)
{
// Apply duration and instant VFX's if we appled it
PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
}
}