Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/smp/xxx_s_adventluck.nss
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trunk/smp/xxx_s_adventluck.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Adventurer's Luck
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//:: Spell FileName XXX_S_AdventLuck
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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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Also known as: Drawmij's Adventurer's Luck
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Level: Sor/Wiz 2
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Components: V, S, M
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Casting Time: 1 round
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Range: Touch
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Target: Creature touched
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Duration: 10 minutes
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (Harmless)
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Source: Various (Owain_Abjurer)
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This spell bestows upon the touched creature incredible luck. For the
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duration of the spell, the recipient of this magic gains a +1 luck bonus per
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4 caster levels (maximum of +5 bonus) on saving throws and skill checks.
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Material Components: Ruby dust to be sprinkled over the target's head (worth
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50 gold pieces).
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Will provide the bonuses, as usual, for 10 minutes (it was 30) which might
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change to 1 minute/level, but probably not.
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Removed "bonus to ability checks" as there is no way of adding that (dammit!)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_ADVENTURERS_LUCK)) 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 = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Duration is 10 minutes
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float fDuration = SMP_GetDuration(SMP_MINUTES, 10, nMetaMagic);
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// Get bonus to apply
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int nBonus = SMP_LimitInteger(nCasterLevel/4, 5, 1);
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// Declare effects
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effect eVis = EffectVisualEffect(SMP_VFX_IMP_ADVENTURERS_LUCK);
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effect eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nBonus);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, nBonus);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eSkill, eSave);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove previous effects
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_ADVENTURERS_LUCK, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_ADVENTURERS_LUCK, FALSE);
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// Apply effects to the target
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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