Further file organization
Further file organization
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107
nwn/nwnprc/trunk/smp/phs_s_protspells.nss
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107
nwn/nwnprc/trunk/smp/phs_s_protspells.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Protection from Spells
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//:: Spell FileName PHS_S_ProtSpells
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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: Magic 8, Sor/Wiz 8
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Components: V, S, M, F
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Casting Time: 1 standard action
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Range: 3.33M
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Targets: Up to one allied creature in a 3.33M-radius centred on the caster
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Duration: 10 min./level
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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The subject gains a +8 resistance bonus on saving throws against spells and
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spell-like abilities (but not against supernatural and extraordinary abilities).
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Material Component: A diamond of at least 500 gp value, which must be
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crushed and sprinkled over the targets.
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Focus: One 1,000 gp diamond per creature to be granted the protection. Each
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subject must carry one such gem for the duration of the spell. If a subject
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loses the gem, the spell ceases to affect him.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As the spell. Some modifications to the save functions used for spells
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reduces the save DC's.
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The save functions also check the validness of thier item.
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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_PROTECTION_FROM_SPELLS)) return;
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// Check for 500GP diamond to use up
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// We use any Diamond Gem which is 500GP or more value
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if(!PHS_ComponentItemGemCheck("Protection from Spells", 500, "Diamond")) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget;
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object oTargetDiamond;
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// 1 creature/4 levels.
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Max creatures to affect
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int nMaxCreatures = PHS_LimitInteger(nCasterLevel/4); // Cannot be 0
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// Note: This does increase by 1 if caster is affected
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int nDoneCreatures = 0;
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int nCnt;
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// 10 Mins/level duration
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION);
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effect eDur = EffectVisualEffect(PHS_VFX_DUR_PROTECTION_FROM_SPELLS);
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// Loop all targets without effect nearby. Start with the caster!
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oTarget = oCaster;
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// Loop for 3.33M or 10ft
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while(GetIsObjectValid(oTarget) && nDoneCreatures < nCasterLevel &&
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GetDistanceToObject(oTarget) <= RADIUS_SIZE_FEET_10)
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{
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// Make sure they are in our LOS, are a friend too.
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if((LineOfSightObject(oCaster, oTarget) &&
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(GetIsFriend(oTarget) || GetFactionEqual(oTarget))) ||
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(oTarget == oCaster))
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{
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// Check for any diamond
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oTargetDiamond = PHS_ComponentLowestGemOfValue(1000, "Diamond", oTarget);
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if(GetIsObjectValid(oTargetDiamond))
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{
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// Add one to nDoneCreatures
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nDoneCreatures++;
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// Signal spell cast at event
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_PROTECTION_FROM_SPELLS, FALSE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_PROTECTION_FROM_SPELLS, oTarget);
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// Apply effects
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// - Spell save things take care of the actual modifications of
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// the spell save DC's according to this spell.
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PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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// Store the item on the target
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SetLocalObject(oTarget, PHS_STORED_PROT_SPELLS_ITEM, oTargetDiamond);
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}
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}
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// Get next nearest target
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nCnt++;
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oTarget = GetNearestObject(OBJECT_TYPE_CREATURE, oCaster, nCnt);
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}
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}
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