Further file organization

Further file organization
This commit is contained in:
Jaysyn904
2023-08-23 22:11:00 -04:00
parent 3062876237
commit d87fe14826
22364 changed files with 0 additions and 3253 deletions

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//::///////////////////////////////////////////////
//:: Name Blinding Glory
//:: FileName sp_blnd_glory.nss
//:://////////////////////////////////////////////
/**@file Blinding Glory
Conjuration (Creation) [Good]
Level: Glory 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft./level radius spread, centered on you
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
A brilliant radiance spreads from you, brightly
illuminating the area. The light is similar to that
created by the daylight spell, but no magical
darkness counters or dispels it. Furthermore,
evil-aligned creatures are blinded within this light.
Blinding glory brought into an area of magical
darkness (or vice versa), including an utterdark
spell, is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping
areas of effect.
Arcane Material Component: A polished rod of pure
silver.
Author: Tenjac
Created: 6/13/06
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
if (!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_CONJURATION);
object oPC = OBJECT_SELF;
int nCasterLvl = PRCGetCasterLevel(oPC);
effect eAOE = EffectAreaOfEffect(AOE_PER_BLNDGLORY);
float fDuration = HoursToSeconds(nCasterLvl);
int nMetaMagic = PRCGetMetaMagicFeat();
effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MAJOR);
//Check Extend metamagic feat.
if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
{
fDuration = fDuration *2; //Duration is +100%
}
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, -1);
//Create an instance of the AOE Object using the Apply Effect function
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, oPC, fDuration, TRUE, SPELL_BLINDING_GLORY, nCasterLvl);
//SPGoodShift(oPC);
PRCSetSchool();
}