/*::////////////////////////////////////////////// //:: Spell Name Spell Resistance //:: Spell FileName PHS_S_SpellResis //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Abjuration Level: Clr 5, Magic 5, Protection 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The creature gains spell resistance equal to 12 + your caster level. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Applys EffectSpellResistanceIncrease to the target. :-) No limit, remember, to the SR added. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_SPELL_RESISTANCE)) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); int nMetaMagic = PHS_GetMetaMagicFeat(); int nCasterLevel = PHS_GetCasterLevel(); // Bonus is 12 + Caster level int nBonus = 12 + nCasterLevel; // Duration in minutes/level float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic); // Declare effects effect eSR = EffectSpellResistanceIncrease(nBonus); effect eVis = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eDur2 = EffectVisualEffect(VFX_DUR_MAGIC_RESISTANCE); effect eLink = EffectLinkEffects(eSR, eDur); eLink = EffectLinkEffects(eLink, eDur2); // Remove all previous castings of the spell PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_SPELL_RESISTANCE, oTarget); // Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SPELL_RESISTANCE, FALSE); // Apply VFX impact and SR bonus effect PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration); }