Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Crown of Might
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//:: FileName sp_crown_mght.nss
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//:://////////////////////////////////////////////
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/**@file Crown of Might
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Transmutation
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Level: Cleric 3, duskblade 3, sorcerer/wizard 3
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Components: V,S,F
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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: 1 hour/level (D) or until discharged
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Saving Throw: Will negates (harmles)
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This spell creates a crown of magical energy that
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grants the spell's recipient a +2 enhancement bonus
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to Strength.
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As an immediate action, the creature wearing a crown
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of might can discharge its magic to gain a +8
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enhancement bonus to Strength for 1 round. The spell
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ends after the wearer uses the crown in this manner.
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The crown occupies space on the body as a headband,
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hat, or helm. If the crown is removed, the spell
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immediately ends.
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Focus: A copper hoop 6 inches in diameter.
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**/
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////////////////////////////////////////////////////
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// Author: Tenjac
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// Date: 21.9.06
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/////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nCasterLevel = PRCGetCasterLevel(oPC);
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object oCrown = CreateItemOnObject("prc_crown_might", oTarget, 1);
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float fDur = HoursToSeconds(nCasterLevel);
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int nMetaMagic = PRCGetMetaMagicFeat();
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PRCSignalSpellEvent(oTarget,FALSE, SPELL_CROWN_OF_MIGHT, oPC);
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if(nMetaMagic & METAMAGIC_EXTEND)
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{
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fDur += fDur;
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}
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itemproperty iBonus = ItemPropertyAbilityBonus(ABILITY_STRENGTH, 2);
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IPSafeAddItemProperty(oCrown, iBonus, fDur);
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//ClearActions
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ClearAllActions(TRUE);
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//Force equip
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ForceEquip(oTarget, oCrown, INVENTORY_SLOT_HEAD);
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//Schedule Destruction
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DestroyObject(oCrown, fDur);
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PRCSetSchool();
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}
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