Initial upload.
Adding base PRC 4.19a files to repository.
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129
trunk/spells/x0_s0_gmagicfang.nss
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129
trunk/spells/x0_s0_gmagicfang.nss
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//::///////////////////////////////////////////////
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//:: Greater Magic Fang
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//:: x0_s0_gmagicfang.nss
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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+1 enhancement bonus to attack and damage rolls.
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Also applys damage reduction +1; this allows the creature
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to strike creatures with +1 damage reduction.
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Checks to see if a valid summoned monster or animal companion
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exists to apply the effects to. If none exists, then
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the spell is wasted.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: September 6, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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//:: altered by mr_bumpkin Dec 4, 2003 for prc stuff
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void CheckStillUnarmed(object oTarget)
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{
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//only works if you have nothing in right & left hands
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if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget))
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|| GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget)))
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{
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FloatingTextStrRefOnCreature(8962, OBJECT_SELF, FALSE);
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//remove other magic fang effects
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PRCRemoveSpellEffects(452, OBJECT_SELF, oTarget);
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PRCRemoveSpellEffects(453, OBJECT_SELF, oTarget);
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return; // has neither an animal companion
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}
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DelayCommand(1.0, CheckStillUnarmed(oTarget));
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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int nCasterLevel = PRCGetCasterLevel(OBJECT_SELF);
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int nPower = (nCasterLevel + 1) / 3;
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if (nPower > 5)
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nPower = 5; // * max of +5 bonus
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int nDamagePower = DAMAGE_POWER_PLUS_ONE;
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switch (nPower)
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{
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case 1: nDamagePower = DAMAGE_POWER_PLUS_ONE; break;
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case 2: nDamagePower = DAMAGE_POWER_PLUS_TWO; break;
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case 3: nDamagePower = DAMAGE_POWER_PLUS_THREE; break;
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case 4: nDamagePower = DAMAGE_POWER_PLUS_FOUR; break;
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case 5: nDamagePower = DAMAGE_POWER_PLUS_FIVE; break;
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}
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//DoMagicFang(nPower, nDamagePower,nCasterLevel);
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//PRCversion
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object oTarget = PRCGetSpellTargetObject();
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//only works if you have nothing in right & left hands
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if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget))
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|| GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget)))
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{
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FloatingTextStrRefOnCreature(8962, OBJECT_SELF, FALSE);
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return; // has neither an animal companion
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}
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//only works if target has monk levels
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//or has a creature weapon
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if(!GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget))
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&& !GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget))
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&& !GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget))
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&& !GetLevelByClass(CLASS_TYPE_MONK, oTarget))
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{
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FloatingTextStrRefOnCreature(8962, OBJECT_SELF, FALSE);
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return; // has neither an animal companion
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}
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//remove other magic fang effects
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PRCRemoveSpellEffects(452, OBJECT_SELF, oTarget);
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PRCRemoveSpellEffects(453, OBJECT_SELF, oTarget);
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effect eVis = EffectVisualEffect(VFX_IMP_HOLY_AID);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eAttack = EffectAttackIncrease(nPower);
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effect eDamage = EffectDamageIncrease(nPower);
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effect eReduction = EffectDamageReduction(nPower, nDamagePower); // * doing this because
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// * it creates a true
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// * enhancement bonus
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAttack, eDur);
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eLink = EffectLinkEffects(eLink, eDamage);
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eLink = EffectLinkEffects(eLink, eReduction);
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float fDuration = HoursToSeconds(nCasterLevel); // * Duration 1 hour/level
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if ((nMetaMagic & METAMAGIC_EXTEND)) //Duration is +100%
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{
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fDuration = fDuration * 2.0;
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}
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//Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId(), FALSE));
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//Apply VFX impact and bonus effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration);
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DelayCommand(1.0, CheckStillUnarmed(oTarget));
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Erasing the variable used to store the spell's spell school
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}
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