//:://///////////////////////////////////////////// //:: Bless //:: NW_S0_Bless.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* All allies within 30ft of the caster gain a +1 attack bonus and a +1 save bonus vs fear effects also can be cast on crossbow bolts to bless them in order to slay rakshasa */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: July 24, 2001 //::////////////////////////////////////////////// //:: VFX Pass By: Preston W, On: June 20, 2001 //:: Added Bless item ability: Georg Z, On: June 20, 2001 #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = GetSpellTargetObject(); int nDuration = 1 + GetCasterLevel(OBJECT_SELF); effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // ---------------- TARGETED ON BOLT ------------------- if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM) { // special handling for blessing crossbow bolts that can slay rakshasa's if (GetBaseItemType(oTarget) == BASE_ITEM_BOLT) { SignalEvent(GetItemPossessor(oTarget), EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE)); IPSafeAddItemProperty(oTarget, ItemPropertyOnHitCastSpell(123,1), RoundsToSeconds(nDuration), X2_IP_ADDPROP_POLICY_KEEP_EXISTING ); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oTarget)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oTarget), TurnsToSeconds(nDuration)); return; } } effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30); effect eAttack = EffectAttackIncrease(1); effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR); effect eLink = EffectLinkEffects(eAttack, eSave); eLink = EffectLinkEffects(eLink, eDur); int nMetaMagic = GetMetaMagicFeat(); float fDelay; //Metamagic duration check if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration *2; //Duration is +100% } //Apply Impact ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation()); //Get the first target in the radius around the caster oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); while(GetIsObjectValid(oTarget)) { if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget)) { fDelay = GetRandomDelay(0.4, 1.1); //Fire spell cast at event for target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_BLESS, FALSE)); //Apply VFX impact and bonus effects RemoveEffectsFromSpell(oTarget, GetSpellId()); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration))); } //Get the next target in the specified area around the caster oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); } }