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.
This commit is contained in:
Jaysyn904
2024-08-29 16:40:13 -04:00
parent 4915c49ece
commit 553461ec8c
44 changed files with 22171 additions and 19742 deletions

File diff suppressed because it is too large Load Diff

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@@ -427,7 +427,6 @@ const int SPELL_SUDDEN_STALAGMITE = 3827;
const int SPELL_BONES_OF_THE_EARTH = 3828;
const int SPELL_PHANTOM_STEED = 2347;
const int SPELL_GASEOUS_FORM = 2348;
const int SPELL_CHASING_PERFECTION = 2479;
//:: Racial spell additions
const int SPIRETOP_FOG_CLOUD_BREATH = 1487; //:: Spiretop Dragon
@@ -1278,6 +1277,24 @@ const int SPELL_SUMMON_CREATURE_IX_EARTH = 3198;
const int SPELL_SUMMON_CREATURE_IX_FIRE = 3199;
const int SPELL_SUMMON_CREATURE_IX_WATER = 3200;
//:: Player's Handbook Spells
const int SPELL_SPIRITUAL_WEAPON = 17249;
//:: Player's Handbook II Spells
const int SPELL_CHASING_PERFECTION = 2479;
//:: Spell Compendium Spells
const int SPELL_SPIRIT_WORM = 17248;
const int SPELL_FORCE_MISSILES = 2480;
//:: Masters of the Wild Spells
const int SPELL_REGEN_LIGHT_WOUNDS = 17243;
const int SPELL_REGEN_MODERATE_WOUNDS = 17244;
const int SPELL_REGEN_SERIOUS_WOUNDS = 17245;
const int SPELL_REGEN_CRITICAL_WOUNDS = 17246;
const int SPELL_SPEED_WIND = 17247;
const int SPELL_TORTISE_SHELL = 17250;
//x
const int SPELL_TENSERS_FLOATING_DISK = 3849;
const int SPELL_WOLFSKIN = 3850;
@@ -1352,7 +1369,6 @@ const int SPELL_ETERNAL_SLEEP = 0;
const int SPELL_GREATER_BESTOW_CURSE = 0;
const int SPELL_FAERIE_FIRE = 2924;
const int SPELL_MASS_AID = 2853;
const int SPELL_FORCE_MISSILES = 2480;
const int SPELL_SYMBOL_OF_DEATH = 2481;
const int SPELL_SYMBOL_OF_FEAR = 2482;
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
default: break;
}
}
// Bards can cast in light armour and while using small shield.
else if(nCastingClass == CLASS_TYPE_BARD)
{
int nLvl = GetLevelByClass(CLASS_TYPE_BARD, oCaster);
int nShield = GetBaseItemType(oShield);
//armors
switch(nAC)
{
case 1: nASF -= 5; break;//light
case 2: nASF -= 10; break;//light
case 3: nASF -= 20; break;//light
case 4: nASF -= bBattleCaster ? 20 : 0; break;//medium;
case 5: nASF -= bBattleCaster ? 30 : 0; break;//medium
default: break;
}
//shields
switch(nShield)
{
case BASE_ITEM_SMALLSHIELD: nASF -= 5; break;
}
}
// Duskblade can cast in light/medium armour and while using small/large shield.
else if(nCastingClass == CLASS_TYPE_DUSKBLADE)
{