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.
64 lines
2.1 KiB
Plaintext
64 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Shield, Lesser
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//:: Spell FileName XXX_S_ShieldLess
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Abjuration [Force]
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Level: Sor/Wiz 0
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Components: V, S
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 3 rounds + 1 round/level (D)
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Saving Throw: Will negates (harmless)
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Spell Resistance: Yes (harmless)
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Source: Various (Capn Charlie)
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Lesser Shield creates an invisible, small shield-sized mobile disk of force
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that hovers in front of you. The disk provides a +2 shield bonus to AC. The
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shield has no armor check penalty or arcane spell failure chance, and cannot
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stop magic missiles.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Invisible shield, only +2 to AC, a low duration, personal only, and
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no protection against magic missile.
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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(SMP_SPELL_SHIELD_LESSER)) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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// 3 + 1 Round/level
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float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC = EffectACIncrease(2, AC_SHIELD_ENCHANTMENT_BONUS);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Link effects
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effect eLink = EffectLinkEffects(eAC, eCessate);
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// Remove previous castings
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_SHIELD_LESSER, oTarget);
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// Signal spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_SHIELD_LESSER, FALSE);
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// Apply effects
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SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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