forked from Jaysyn/PRC8
77 lines
2.7 KiB
Plaintext
77 lines
2.7 KiB
Plaintext
|
/*:://////////////////////////////////////////////
|
|||
|
//:: Spell Name Barkskin
|
|||
|
//:: Spell FileName SMP_S_Barkskin
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: In Game Spell desctiption
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
Barkskin
|
|||
|
Transmutation
|
|||
|
Level: Drd 2, Rgr 2, Plant 2
|
|||
|
Components: V, S, DF
|
|||
|
Casting Time: 1 standard action
|
|||
|
Range: Touch
|
|||
|
Target: Living creature touched
|
|||
|
Duration: 10 min./level
|
|||
|
Saving Throw: None
|
|||
|
Spell Resistance: Yes (harmless)
|
|||
|
|
|||
|
Barkskin toughens a creature<72>s skin. The effect grants a +2 enhancement
|
|||
|
bonus to the creature<72>s existing natural armor bonus. This enhancement
|
|||
|
bonus increases by 1 for every three caster levels above 3rd, to a maximum
|
|||
|
of +5 at caster level 12th.
|
|||
|
|
|||
|
The enhancement bonus provided by barkskin stacks with the target<65>s natural
|
|||
|
armor bonus, but not with other enhancement bonuses to natural armor. A
|
|||
|
creature without natural armor has an effective natural armor bonus of +0.
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: Spell Effects Applied / Notes
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
Remember, the second part is the "Creature Stats: Natural Armor" which DOES
|
|||
|
stack with EffectACIncrease(1, AC_NATURAL_BONUS)
|
|||
|
|
|||
|
This is done exactly as the spell says.
|
|||
|
//:://////////////////////////////////////////////
|
|||
|
//:: Created By: Jasperre
|
|||
|
//::////////////////////////////////////////////*/
|
|||
|
|
|||
|
#include "SMP_INC_SPELLS"
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
// Spell hook check.
|
|||
|
if(!SMP_SpellHookCheck()) return;
|
|||
|
|
|||
|
// Declare major variables
|
|||
|
object oCaster = OBJECT_SELF;
|
|||
|
object oTarget = GetSpellTargetObject();
|
|||
|
int nCasterLevel = SMP_GetCasterLevel();
|
|||
|
int nMetaMagic = SMP_GetMetaMagicFeat();
|
|||
|
// AC bonus is 2 + 1 for each 3 levels above 3rd. Max 5.
|
|||
|
int nACBonus = SMP_LimitInteger(2 + ((nCasterLevel - 3) / 3), 5);
|
|||
|
|
|||
|
// Duration is 10 min/level
|
|||
|
float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel * 10, nMetaMagic);
|
|||
|
|
|||
|
// Make sure they are not immune to spells
|
|||
|
if(SMP_TotalSpellImmunity(oTarget)) return;
|
|||
|
|
|||
|
// Delcare effects
|
|||
|
effect eACNatural = EffectACIncrease(nACBonus, AC_NATURAL_BONUS);
|
|||
|
effect eDur = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
|
|||
|
effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
|
|||
|
effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
|
|||
|
|
|||
|
// Link effects
|
|||
|
effect eLink = EffectLinkEffects(eACNatural, eDur);
|
|||
|
eLink = EffectLinkEffects(eLink, eCessate);
|
|||
|
|
|||
|
// Signal Spell Cast At
|
|||
|
SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BARKSKIN, FALSE);
|
|||
|
|
|||
|
// Remove previous effects
|
|||
|
SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_BARKSKIN, oTarget);
|
|||
|
|
|||
|
// Apply new effects
|
|||
|
SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
|
|||
|
}
|