/*::////////////////////////////////////////////// //:: Spell Name Wood Shape //:: Spell FileName PHS_S_WoodShape //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Transmutation Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: One touched piece of wood Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) Wood shape enables you to form one existing piece of wood into different shapes. By doing this, you can turn a piece of wood into any one of the items on the list below. This cannot be dispelled as it is an instantaneous effect. Also note that none of these items would be sellable, as they are too simple by a blacksmiths or shopkeepers standards, although they act the same in combat or otherwise. Items you can transform the wood into include: - Club - Quarterstaff - Simple Box with no lid - //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Easily, removes the wood targeted, and replaces it with a brand spanking new item. All items are custom-pallet, and plotted, with a nice description about how they look (nice and plain!) //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_WOOD_SHAPE)) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); // Should be an item! object oPossessor = GetItemPossessor(oTarget); string sTag = GetTag(oTarget); int nSpellId = GetSpellId(); // Visual effects. Need it to work on the ground really too. effect eWoodImp = EffectVisualEffect(VFX_IMP_HEAD_NATURE); if(GetIsObjectValid(oPossessor)) { // VFX impact PHS_ApplyVFX(oPossessor, eWoodImp); // Signal event PHS_SignalSpellCastAt(oPossessor, PHS_SPELL_WOOD_SHAPE, FALSE); } // Should target the projectiles to change if(GetIsObjectValid(oTarget) && sTag == PHS_ITEM_WOOD && GetPlotFlag(oTarget) == FALSE) { // Remove the wood FloatingTextStringOnCreature("*You warp the wood into a new shape*", oCaster, FALSE); DestroyObject(oTarget); // Change the item depending on what spell was chosen if(nSpellId == PHS_SPELL_WOOD_SHAPE_CLUB) { // - Club CreateItemOnObject(PHS_ITEM_RESREF_WS_CLUB); } else if(nSpellId == PHS_SPELL_WOOD_SHAPE_STAFF) { // - Staff CreateItemOnObject(PHS_ITEM_RESREF_WS_STAFF); } else if(nSpellId == PHS_SPELL_WOOD_SHAPE_BOX) { // - Box CreateItemOnObject(PHS_ITEM_RESREF_WS_BOX); } else if(nSpellId == PHS_SPELL_WOOD_SHAPE_4) { // - (Temp) Box CreateItemOnObject(PHS_ITEM_RESREF_WS_BOX); } else if(nSpellId == PHS_SPELL_WOOD_SHAPE_5) { // - (Temp) Box CreateItemOnObject(PHS_ITEM_RESREF_WS_BOX); } else { // Invalid } } }