Further file organization
Further file organization
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62
nwn/nwnprc/trunk/smp/xxx_s_magearmles.nss
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62
nwn/nwnprc/trunk/smp/xxx_s_magearmles.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Mage Armor, Lesser
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//:: Spell FileName XXX_S_MageArmLes
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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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Level: Sor/Wiz 0
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: Creature touched
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Duration: 3 rounds + 1 round/level (D)
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Saving Throw: Will Negates (Harmless)
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Spell Resistance: Yes (Harmless)
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Source: Various (Capn Charlie)
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An invisible but tangible field of force surrounds the subject of a
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lesser mage armor spell, providing a +1 armor bonus to AC. Unlike mundane
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armor, mage armor entails no armor check penalty or arcane spell failure
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chance.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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A lesser version, a cantrip, +1 AC instead of +4, and a much lower duration.
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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_MAGE_ARMOR_LESSER)) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// 3 + 1 Round/level
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float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel + 3, 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(1, 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_MAGE_ARMOR_LESSER, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_MAGE_ARMOR_LESSER, 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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