Further file organization
Further file organization
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68
nwn/nwnprc/trunk/smp/phs_s_endureelem.nss
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68
nwn/nwnprc/trunk/smp/phs_s_endureelem.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Endure Elements
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//:: Spell FileName PHS_S_EndureElem
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration
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Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: 24 hours
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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A creature protected by endure elements suffers no harm from being in a hot
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or cold environment. The creature gains 2/- damage resistance against cold
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and fire damage.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Changed to "no protection from" to "2/-".
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As it lasts forever (for 24hrs) it ain't too bad.
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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(PHS_SPELL_ENDURE_ELEMENTS)) 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 = PHS_GetCasterLevel();
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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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// Determine duration in minutes
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Declare effefcts and link
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eDR1 = EffectDamageResistance(DAMAGE_TYPE_FIRE, 2);
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effect eDR2 = EffectDamageResistance(DAMAGE_TYPE_COLD, 2);
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// Link effects
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effect eLink = EffectLinkEffects(eDur, eDR1);
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eLink = EffectLinkEffects(eLink, eDR2);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Remove pervious castings of it
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ENDURE_ELEMENTS, oTarget);
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//Fire cast spell at event for the specified target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENDURE_ELEMENTS, FALSE);
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// Apply VNF and effect.
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PHS_ApplyDuration(oTarget, eLink, fDuration);
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}
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