PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_magicvestm.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Magic Vestment
//:: Spell FileName PHS_S_MagicVestm
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You imbue a suit of armor or a shield with an enhancement bonus of +1 per
four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for
the purpose of this spell.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Applies the bonus AC using the special function.
Only can be put on armor or shields.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
#include "prc_x2_itemprop"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_MAGIC_VESTMENT)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oItem = GetSpellTargetObject(); // Should be an item!
object oPossessor = GetItemPossessor(oItem);
int nItemType = GetBaseItemType(oItem);
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration is 1 hour a level
float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic);
// Get enchantment bonus
int nBonus = PHS_LimitInteger(nCasterLevel/4, 5);
// Declare bonus property
itemproperty IP_Enchant = ItemPropertyACBonus(nBonus);
effect eVis = EffectVisualEffect(PHS_VFX_IMP_MAGIC_VESTMENT);
if(GetIsObjectValid(oPossessor))
{
// Signal event
PHS_SignalSpellCastAt(oPossessor, PHS_SPELL_MAGIC_VESTMENT, FALSE);
}
// Should target the armor to change
if(GetIsObjectValid(oItem) &&
(nItemType == BASE_ITEM_ARMOR ||
nItemType == BASE_ITEM_LARGESHIELD ||
nItemType == BASE_ITEM_SMALLSHIELD ||
nItemType == BASE_ITEM_TOWERSHIELD))
{
// Apply VFX
PHS_IP_ApplyImactVisualAtItemLocation(eVis, oItem);
// Enchant item
IPSafeAddItemProperty(oItem, IP_Enchant, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, TRUE);
return;
}
}