Further file organization
Further file organization
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76
nwn/nwnprc/trunk/smp/smp_s_barkskin.nss
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76
nwn/nwnprc/trunk/smp/smp_s_barkskin.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Barkskin
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//:: Spell FileName SMP_S_Barkskin
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Barkskin
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Transmutation
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Level: Drd 2, Rgr 2, Plant 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: Living creature touched
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Duration: 10 min./level
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Saving Throw: None
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Spell Resistance: Yes (harmless)
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Barkskin toughens a creature<72>s skin. The effect grants a +2 enhancement
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bonus to the creature<72>s existing natural armor bonus. This enhancement
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bonus increases by 1 for every three caster levels above 3rd, to a maximum
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of +5 at caster level 12th.
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The enhancement bonus provided by barkskin stacks with the target<65>s natural
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armor bonus, but not with other enhancement bonuses to natural armor. A
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creature without natural armor has an effective natural armor bonus of +0.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Remember, the second part is the "Creature Stats: Natural Armor" which DOES
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stack with EffectACIncrease(1, AC_NATURAL_BONUS)
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This is done exactly as the spell says.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!SMP_SpellHookCheck()) 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 = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// AC bonus is 2 + 1 for each 3 levels above 3rd. Max 5.
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int nACBonus = SMP_LimitInteger(2 + ((nCasterLevel - 3) / 3), 5);
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// Duration is 10 min/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Make sure they are not immune to spells
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if(SMP_TotalSpellImmunity(oTarget)) return;
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// Delcare effects
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effect eACNatural = EffectACIncrease(nACBonus, AC_NATURAL_BONUS);
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effect eDur = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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// Link effects
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effect eLink = EffectLinkEffects(eACNatural, eDur);
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eLink = EffectLinkEffects(eLink, eCessate);
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// Signal Spell Cast At
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BARKSKIN, FALSE);
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// Remove previous effects
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_BARKSKIN, oTarget);
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// Apply new effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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