Further file organization
Further file organization
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77
nwn/nwnprc/trunk/smp/phs_s_summoninst.nss
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77
nwn/nwnprc/trunk/smp/phs_s_summoninst.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Summon Instrument
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//:: Spell FileName PHS_S_SummonInst
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Summon Instrument
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Conjuration (Summoning)
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Level: Brd 0
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Components: V, S
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Casting Time: 1 round
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Range: 0M.
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Effect: One summoned handheld musical instrument
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Duration: 1 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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This spell summons one handheld musical instrument of your choice, a lyre,
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pipes, lute, guitar or tambourine. This instrument appears in your inventory.
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The instrument is typical for its type. Only one instrument appears per
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casting, and it will play only for you - you cannot drop it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Basically, creates a magical instrument. More then one can be chosen, but
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are chosen in the spell menu.
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Could add in the bard song thing an optional part for instruments being
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needed (as D&D) - but that might mean to force them to continue singing
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or something...or perhaps just keeping the instrument equipped.
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Oh, and the desciption has been simplified and whatnot.
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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_SUMMON_INSTRUMENT)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nCnt;
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// Can be 0-4
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string sResRef = "phs_suminst_";
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// Destroy all other instruments
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for(nCnt = 0; nCnt <= 4; nCnt++)
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{
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PHS_ComponentItemRemove(sResRef + IntToString(nCnt));
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}
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// Get what we want to create
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int nInstrument;
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switch(GetSpellId())
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{
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case PHS_SPELL_SUMMON_INSTRUMENT_LUTE: nInstrument = 0; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_PIPES: nInstrument = 1; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_LYRE: nInstrument = 2; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_GUITAR: nInstrument = 3; break;
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case PHS_SPELL_SUMMON_INSTRUMENT_TAMBOURINE: nInstrument = 4; break;
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default: nInstrument = 0; break;
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}
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// Finnish resref
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sResRef += IntToString(nInstrument);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SUMMON_INSTRUMENT, FALSE);
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// It is already plot and cursed (cannot be dropped) so create
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CreateItemOnObject(sResRef, oTarget);
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}
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