Spell update
Added the following spells: Regenerate Light Wounds, Regenerate Moderate Wounds, Regenerate Serious Wounds, Regenerate Critical Wounds, Spirit Worm, Tortoise Shell, Speed of the Wind & Spiritual Weapon. Updated Force Missiles & Chasing Perfection. Updated Acid Fog to be more like pen & paper. Updated release archive.
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1099
nwn/nwnprc/trunk/include/inc_spirit_weapn.nss
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1099
nwn/nwnprc/trunk/include/inc_spirit_weapn.nss
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Load Diff
@@ -427,7 +427,6 @@ const int SPELL_SUDDEN_STALAGMITE = 3827;
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const int SPELL_BONES_OF_THE_EARTH = 3828;
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const int SPELL_PHANTOM_STEED = 2347;
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const int SPELL_GASEOUS_FORM = 2348;
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const int SPELL_CHASING_PERFECTION = 2479;
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//:: Racial spell additions
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const int SPIRETOP_FOG_CLOUD_BREATH = 1487; //:: Spiretop Dragon
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@@ -1278,6 +1277,24 @@ const int SPELL_SUMMON_CREATURE_IX_EARTH = 3198;
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const int SPELL_SUMMON_CREATURE_IX_FIRE = 3199;
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const int SPELL_SUMMON_CREATURE_IX_WATER = 3200;
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//:: Player's Handbook Spells
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const int SPELL_SPIRITUAL_WEAPON = 17249;
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//:: Player's Handbook II Spells
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const int SPELL_CHASING_PERFECTION = 2479;
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//:: Spell Compendium Spells
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const int SPELL_SPIRIT_WORM = 17248;
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const int SPELL_FORCE_MISSILES = 2480;
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//:: Masters of the Wild Spells
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const int SPELL_REGEN_LIGHT_WOUNDS = 17243;
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const int SPELL_REGEN_MODERATE_WOUNDS = 17244;
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const int SPELL_REGEN_SERIOUS_WOUNDS = 17245;
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const int SPELL_REGEN_CRITICAL_WOUNDS = 17246;
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const int SPELL_SPEED_WIND = 17247;
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const int SPELL_TORTISE_SHELL = 17250;
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//x
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const int SPELL_TENSERS_FLOATING_DISK = 3849;
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const int SPELL_WOLFSKIN = 3850;
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@@ -1352,7 +1369,6 @@ const int SPELL_ETERNAL_SLEEP = 0;
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const int SPELL_GREATER_BESTOW_CURSE = 0;
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const int SPELL_FAERIE_FIRE = 2924;
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const int SPELL_MASS_AID = 2853;
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const int SPELL_FORCE_MISSILES = 2480;
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const int SPELL_SYMBOL_OF_DEATH = 2481;
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const int SPELL_SYMBOL_OF_FEAR = 2482;
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const int SPELL_SYMBOL_OF_STUNING = 2483;
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@@ -249,6 +249,27 @@ int ArcaneSpellFailure(object oCaster, int nCastingClass, int nSpellLevel, int n
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default: break;
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}
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}
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// Bards can cast in light armour and while using small shield.
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else if(nCastingClass == CLASS_TYPE_BARD)
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{
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int nLvl = GetLevelByClass(CLASS_TYPE_BARD, oCaster);
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int nShield = GetBaseItemType(oShield);
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//armors
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switch(nAC)
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{
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case 1: nASF -= 5; break;//light
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case 2: nASF -= 10; break;//light
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case 3: nASF -= 20; break;//light
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case 4: nASF -= bBattleCaster ? 20 : 0; break;//medium;
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case 5: nASF -= bBattleCaster ? 30 : 0; break;//medium
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default: break;
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}
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//shields
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switch(nShield)
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{
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case BASE_ITEM_SMALLSHIELD: nASF -= 5; break;
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}
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}
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// Duskblade can cast in light/medium armour and while using small/large shield.
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else if(nCastingClass == CLASS_TYPE_DUSKBLADE)
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{
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