forked from Jaysyn/PRC8
98 lines
3.4 KiB
Plaintext
98 lines
3.4 KiB
Plaintext
|
/*:://////////////////////////////////////////////
|
|||
|
//:: Spell Name Align Weapon
|
|||
|
//:: Spell FileName PHS_S_AlignWeap
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: In Game Spell desctiption
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
Transmutation [see text]
|
|||
|
Level: Clr 2
|
|||
|
Components: V, S, DF
|
|||
|
Casting Time: 1 standard action
|
|||
|
Range: Touch
|
|||
|
Target: Weapon touched
|
|||
|
Duration: 1 min./level
|
|||
|
Saving Throw: Will negates (harmless, object)
|
|||
|
Spell Resistance: Yes (harmless, object)
|
|||
|
|
|||
|
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose.
|
|||
|
A weapon that is aligned gains a +1 attack bonus per 5 caster levels
|
|||
|
(maxium +3) against the chosen alignment (and can bypass that amount of
|
|||
|
damage reduction). This spell has no effect on a weapon that grants any
|
|||
|
form of attack bonus.
|
|||
|
|
|||
|
You can<61>t cast this spell on a natural weapon, such as an unarmed strike.
|
|||
|
|
|||
|
When you make a weapon good, evil, lawful, or chaotic, align weapon is a
|
|||
|
good, evil, lawful, or chaotic spell, respectively.
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: Spell Effects Applied / Notes
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
Basically, it gives +1 attack to the weapon affected, versus the alignment
|
|||
|
chosen. It goes up to a max of +3, every 5 levels.
|
|||
|
|
|||
|
Only can be used on weapons with no attack bonus at all, and cannot be cast
|
|||
|
on ammo (as they cannot be given attack bonuses!)
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: Created By: Jasperre
|
|||
|
//::////////////////////////////////////////////*/
|
|||
|
|
|||
|
#include "PHS_INC_SPELLS"
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
// Spell hook check.
|
|||
|
if(!PHS_SpellHookCheck()) return;
|
|||
|
|
|||
|
// Delcare major variables
|
|||
|
object oCaster = OBJECT_SELF;
|
|||
|
object oTarget = GetSpellTargetObject(); // Should be an item
|
|||
|
int nCasterLevel = PHS_GetCasterLevel();
|
|||
|
int nSpellCast = GetSpellId();
|
|||
|
int nAlignment;
|
|||
|
int nMetaMagic = PHS_GetMetaMagicFeat();
|
|||
|
|
|||
|
// Make sure they are not immune to spells
|
|||
|
if(PHS_TotalSpellImmunity(oTarget)) return;
|
|||
|
|
|||
|
// It is +1/5 levels, to a max of 3
|
|||
|
int nBonus = PHS_LimitInteger(nCasterLevel/5, 3);
|
|||
|
|
|||
|
// Duration in turns (minutes)
|
|||
|
float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
|
|||
|
|
|||
|
// Get the alignment to be against
|
|||
|
if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_GOOD)
|
|||
|
{
|
|||
|
nAlignment = IP_CONST_ALIGNMENTGROUP_GOOD;
|
|||
|
}
|
|||
|
else if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_CHAOTIC)
|
|||
|
{
|
|||
|
nAlignment = IP_CONST_ALIGNMENTGROUP_CHAOTIC;
|
|||
|
}
|
|||
|
else if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_LAWFUL)
|
|||
|
{
|
|||
|
nAlignment = IP_CONST_ALIGNMENTGROUP_LAWFUL;
|
|||
|
}
|
|||
|
// Default to evil
|
|||
|
else // if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_EVIL)
|
|||
|
{
|
|||
|
nAlignment = IP_CONST_ALIGNMENTGROUP_EVIL;
|
|||
|
}
|
|||
|
|
|||
|
// Declare effects
|
|||
|
itemproperty IP_Alignbonus = ItemPropertyAttackBonusVsAlign(nAlignment, nBonus);
|
|||
|
|
|||
|
// Declare effects
|
|||
|
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
|||
|
effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
|
|||
|
|
|||
|
// Apply it to the item if it doens't have an attack bonus
|
|||
|
if(!GetItemHasItemProperty(oTarget, ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP))
|
|||
|
{
|
|||
|
// Apply duration effect
|
|||
|
PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
|
|||
|
// Add it to the item
|
|||
|
AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Alignbonus, oTarget, fDuration);
|
|||
|
}
|
|||
|
}
|