forked from Jaysyn/PRC8
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.
69 lines
2.4 KiB
Plaintext
69 lines
2.4 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Bull’s Strength
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//:: Spell FileName SMP_S_BullsStr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2
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Components: V, S, M/DF
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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 min./level
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Saving Throw:Will negates (harmless)
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Spell Resistance: Yes (harmless)
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The subject becomes stronger. The spell grants a +4 enhancement bonus to
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Strength, adding the usual benefits to melee attack rolls, melee damage
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rolls, and other uses of the Strength modifier.
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Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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+4 to stat, doesn't stack with mass version.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!SMP_SpellHookCheck()) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Ability to use
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int nAbility = ABILITY_STRENGTH;
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// Duration - 1 minute/level
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float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic);
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// Make sure they are not immune to spells
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if(SMP_TotalSpellImmunity(oTarget)) return;
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// Check if oTarget has better effects already
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if(SMP_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) == 2) return;
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// Delcare Effects
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effect eAbility = EffectAbilityIncrease(nAbility, 4);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAbility, eCessate);
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// Signal the spell cast at event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_BULLS_STRENGTH, FALSE);
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// Remove these abilities effects
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SMP_RemoveAnyAbilityBonuses(oTarget, nAbility);
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// Apply effects and VFX to target
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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