Further file organization
Further file organization
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87
nwn/nwnprc/trunk/smp/xxx_s_battlecalm.nss
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87
nwn/nwnprc/trunk/smp/xxx_s_battlecalm.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Battlecalm
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//:: Spell FileName XXX_S_Battlecalm
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Enchantment [Mind-Affecting]
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Level: Clr 3
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: 6.67M (20ft.)
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Area: Caster and all allies with in a 6.67M. burst (20ft.) centered on the caster
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Duration: 1 min./level
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Saving Throw: None
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Spell Resistance: Yes (Harmless)
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Source: Various (cwslyclgh)
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Battlecalm instills a sense of serenity and calm in the face of danger to
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your allies. For the duration of the spell all characters affected by
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battlecalm are immune to fear (magical or otherwise). This includes all
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supernatural fear effects, spells with the [Fear] descriptor, extraordinary
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abilities that inspire fear, and so forth.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As above, this is various - might be too powerful.
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It was originally more complicated, this was the final versoin, but a suggestion
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to make it 1 min/level was included, as 1 round/level is too short for
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such a level spell.
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Otherwise, it is simply Immunity: Fear.
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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(SMP_SPELL_BATTLECALM)) return;
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// Define ourselves.
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object oCaster = OBJECT_SELF;
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object oTarget;
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location lSelf = GetLocation(oCaster);
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int nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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float fDelay;
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// Duration in minutes
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Effect - Immunity: Fear
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effect eFear = EffectImmunity(IMMUNITY_TYPE_FEAR);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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// Link effects
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effect eLink = EffectLinkEffects(eFear, eDur);
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// Apply AOE visual
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_20);
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SMP_ApplyLocationVFX(lSelf, eImpact);
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// Loop allies - and apply the effects.
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oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_FEET_20, lSelf);
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while(GetIsObjectValid(oTarget))
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{
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// Only affects friends, but all of them.
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if((GetIsFriend(oTarget) || GetFactionEqual(oTarget) || oTarget == oCaster) &&
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// Make sure they are not immune to spells
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!SMP_TotalSpellImmunity(oTarget))
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{
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// Fire cast spell at event for the specified target
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BATTLECALM, FALSE);
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// Delay for visuals and effects.
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fDelay = GetDistanceBetween(oCaster, oTarget)/20;
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// Delay application of effects
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DelayCommand(fDelay, SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration));
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_FEET_20, lSelf);
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}
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}
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