PRC8_fork/trunk/smp/smp_s_barkskin.nss

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