/*::////////////////////////////////////////////// //:: Spell Name Jaded Cynicism //:: Spell FileName XXX_S_JadedCynic //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Abjuration Level: Brd 2 Components: V Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level Saving Throw: None (Harmless) Spell Resistance: No (Harmless) Source: Various (Josh_Kablack) You draw upon your inner reserves of jaded cynicism and unrealesed angst to fortify your resolve against a cruel world unready for one so tragically hip as yourself. For the duration of this spell you are immune to Fear effects and any spell which requires a fear-based save. One additional effect of this spell is usually the annoying announcement of "What-EVER!" to any question, or anything not understood. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Immunity to fear, I like the spells description too :-) It was "What-EVER!" but Jaded Cynicism is cool. I re-added "What-EVER!" into the description. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "SMP_INC_SPELLS" void main() { // Spell Hook Check. if(!SMP_SpellHookCheck(SMP_SPELL_JADED_CYNICISM)) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF int nMetaMagic = SMP_GetMetaMagicFeat(); int nCasterLevel = SMP_GetCasterLevel(); // 1 minute/level float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic); // Delcare effects effect eVis = EffectVisualEffect(VFX_IMP_HEAD_MIND); effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_POSITIVE); effect eImmunity = EffectImmunity(IMMUNITY_TYPE_FEAR); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Link effects effect eLink = EffectLinkEffects(eDur, eImmunity); eLink = EffectLinkEffects(eLink, eCessate); // Remove previous castings SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_JADED_CYNICISM, oTarget); // Signal spell cast at SMP_SignalSpellCastAt(oTarget, SMP_SPELL_JADED_CYNICISM, FALSE); // Apply effects SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration); }