PRC8_fork/nwn/nwnprc/trunk/smp/phs_s_removeblin.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Remove Blindness/Deafness
//:: Spell FileName PHS_S_RemoveBlindness
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice),
whether the effect is normal or magical in nature. The spell does not
restore ears or eyes that have been lost, but it repairs them if they are
damaged.
Remove blindness/deafness counters and dispels blindness/deafness.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Can remove one, or the other...
Make sure to test, uses a sub-dial for now.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nSpellId = GetSpellId();
int nType, nToRemove;
// Check what to remove
if(nSpellId == PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_B)
{
// Remove deafness
nToRemove = EFFECT_TYPE_DEAF;
}
else// PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS_A
{
// Remove blindness
nToRemove = EFFECT_TYPE_BLINDNESS;
}
// Delcare immunity effects
effect eVis = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
// Apply VFX
PHS_ApplyVFX(oTarget, eVis);
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_REMOVE_BLINDNESS_DEAFNESS, FALSE);
// We remove all effect of blindness or deafness
effect eCheck = GetFirstEffect(oTarget);
// Loop effects
while(GetIsEffectValid(eCheck))
{
nType = GetEffectType(eCheck);
// - Remove all of XXX
if(nType == nToRemove)
{
RemoveEffect(oTarget, eCheck);
}
eCheck = GetNextEffect(oTarget);
}
}