PRC8_fork/trunk/smp/phs_s_alignweap.nss

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/*:://////////////////////////////////////////////
//:: 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);
}
}