Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Align Weapon
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//:: Spell FileName PHS_S_AlignWeap
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation [see text]
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Level: Clr 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: Weapon touched
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Duration: 1 min./level
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Saving Throw: Will negates (harmless, object)
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Spell Resistance: Yes (harmless, object)
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Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose.
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A weapon that is aligned gains a +1 attack bonus per 5 caster levels
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(maxium +3) against the chosen alignment (and can bypass that amount of
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damage reduction). This spell has no effect on a weapon that grants any
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form of attack bonus.
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You can<61>t cast this spell on a natural weapon, such as an unarmed strike.
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When you make a weapon good, evil, lawful, or chaotic, align weapon is a
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good, evil, lawful, or chaotic spell, respectively.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Basically, it gives +1 attack to the weapon affected, versus the alignment
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chosen. It goes up to a max of +3, every 5 levels.
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Only can be used on weapons with no attack bonus at all, and cannot be cast
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on ammo (as they cannot be given attack bonuses!)
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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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// Delcare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject(); // Should be an item
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellCast = GetSpellId();
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int nAlignment;
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int nMetaMagic = PHS_GetMetaMagicFeat();
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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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// It is +1/5 levels, to a max of 3
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int nBonus = PHS_LimitInteger(nCasterLevel/5, 3);
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// Duration in turns (minutes)
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Get the alignment to be against
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if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_GOOD)
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{
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nAlignment = IP_CONST_ALIGNMENTGROUP_GOOD;
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}
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else if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_CHAOTIC)
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{
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nAlignment = IP_CONST_ALIGNMENTGROUP_CHAOTIC;
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}
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else if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_LAWFUL)
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{
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nAlignment = IP_CONST_ALIGNMENTGROUP_LAWFUL;
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}
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// Default to evil
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else // if(nSpellCast == PHS_SPELL_ALIGN_WEAPON_EVIL)
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{
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nAlignment = IP_CONST_ALIGNMENTGROUP_EVIL;
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}
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// Declare effects
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itemproperty IP_Alignbonus = ItemPropertyAttackBonusVsAlign(nAlignment, nBonus);
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// Declare effects
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
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// Apply it to the item if it doens't have an attack bonus
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if(!GetItemHasItemProperty(oTarget, ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP))
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{
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// Apply duration effect
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PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
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// Add it to the item
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AddItemProperty(DURATION_TYPE_TEMPORARY, IP_Alignbonus, oTarget, fDuration);
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}
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}
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