Further file organization
Further file organization
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73
nwn/nwnprc/trunk/smp/xxx_s_forcearmor.nss
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73
nwn/nwnprc/trunk/smp/xxx_s_forcearmor.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Force Armor
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//:: Spell FileName XXX_S_ForceArmor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation) [Force]
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Also known as: Muntazea<65>s Fictive Rope
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Level: Brd 5, Sor/Wiz 4
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Components: V, S, M (F)
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Casting Time: 1 standard action
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Range: Personal
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Target: Caster
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Duration: 1 hour/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: No
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Source: Various (VolkorTheRed)
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An invisible, but tangible field of force surrounds the caster, providing a
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+8 armor bonus to AC. Unlike mundane armor, force armor entails no armor
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check penalty or arcane spell failure chance.
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The spell material focus is a diamond worth at least 250 GP, encased in a
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metal sheet.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As description.
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"Improved Mage Armor"
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Material component, and personal only.
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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_FORCE_ARMOR)) return;
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// Check for SMP_ITEM_DIAMOND_IN_METAL,
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// "a diamond worth at least 250 GP, encased in a metal sheet."
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if(!SMP_ComponentExactItem(SMP_ITEM_DIAMOND_IN_METAL, "A diamond worth 250GP, encased in a metal sheet", "Force Armor")) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// 1 Hour/level
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float fDuration = SMP_GetDuration(SMP_HOURS, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC = EffectACIncrease(8, AC_ARMOUR_ENCHANTMENT_BONUS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eAC, eCessate);
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// Remove previous castings
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_FORCE_ARMOR, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_FORCE_ARMOR, FALSE);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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