forked from Jaysyn/PRC8
110 lines
3.6 KiB
Plaintext
110 lines
3.6 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Magic Fang, Greater
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//:: Spell FileName PHS_S_MagicFngGr
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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: Drd 3, Rgr 3
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Close (8M)
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Target: One living creature
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Duration: 1 hour/level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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This spell functions like magic fang, except that the enhancement bonus on
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attack and damage rolls is +1 per four caster levels (maximum +5). The spell
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can affect slam attack, fist, bite, or other natural weapons.
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Alternatively, you may imbue all of the creature<72>s natural weapons with a
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+1 enhancement bonus (regardless of your caster level).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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It affects all of the targets creature weapons if they havn't got a enchantment
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bonus already, +1 all.
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Or +5 to one.
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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_MAGIC_FANG_GREATER)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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object oItem;
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int bDone = FALSE;
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int bDoAll = FALSE;
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int nSpellId = GetSpellId();
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int nBonus;
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// Duration is 1 hour a level
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float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
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// Signal event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGIC_FANG_GREATER, FALSE);
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// Get what spell it is
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if(nSpellId == PHS_SPELL_MAGIC_FANG_GREATER_ALL)
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{
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// ALL weapons +1
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nBonus = 1;
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bDoAll = TRUE;
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}
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else //if(nSpellId == PHS_SPELL_MAGIC_FANG_GREATER_ONE)
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{
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// ONE weapon, up to +5.
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nBonus = PHS_LimitInteger(nCasterLevel/4, 5);
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}
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// Declare effects
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effect eVis = EffectVisualEffect(PHS_VFX_IMP_MAGIC_FANG_GREATER);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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itemproperty IP_Enchant = ItemPropertyEnhancementBonus(nBonus);
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// Get the creatures items and apply the effect
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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if(bDone == FALSE || bDoAll == TRUE)
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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}
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if(bDone == FALSE || bDoAll == TRUE)
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{
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oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
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if(GetIsObjectValid(oItem) &&
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!GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS))
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{
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bDone = TRUE;
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Enchant, oItem, fDuration);
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}
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}
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if(bDone == TRUE)
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{
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// Apply duration and instant VFX's if we appled it
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PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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}
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}
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