Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/smp/phs_s_bearsend.nss
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70
trunk/smp/phs_s_bearsend.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Bear<61>s Endurance
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//:: Spell FileName PHS_S_BearsEnd
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: 1 min./level
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Saving Throw:Will negates (harmless)
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Spell Resistance: Yes
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The affected creature gains greater vitality and stamina. The spell grants
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the subject a +4 enhancement bonus to Constitution, which adds the usual
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benefits to hit points, Fortitude saves, Constitution checks, and so forth.
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Hit points gained by a temporary increase in Constitution score are not
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temporary hit points. They go away when the subject<63>s Constitution drops
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back to normal. They are not lost first as temporary hit points are.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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+4 to stat, doesn't stack with mass version.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck()) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Ability to use
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int nAbility = ABILITY_CONSTITUTION;
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// Duration - 1 minute/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Make sure they are not immune to spells
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if(PHS_TotalSpellImmunity(oTarget)) return;
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// Check if oTarget has better effects already
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if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) == 2) return;
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// Delcare Effects
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effect eAbility = EffectAbilityIncrease(nAbility, 4);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAbility, eCessate);
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// Signal the spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BEARS_ENDURANCE, FALSE);
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// Remove these abilities effects
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PHS_RemoveAnyAbilityBonuses(oTarget, nAbility);
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// Apply effects and VFX to target
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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