//:://///////////////////////////////////////////// //:: Shield //:: x0_s0_shield.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Immune to magic Missile +4 general AC DIFFERENCES: should be +7 against one opponent but this cannot be done. Duration: 1 turn/level */ //::////////////////////////////////////////////// //:: Created By: Brent Knowles //:: Created On: July 15, 2002 //::////////////////////////////////////////////// //:: Last Update By: Andrew Nobbs May 01, 2003 #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-20 by Georg If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = OBJECT_SELF; effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS); int nMetaMagic = GetMetaMagicFeat(); effect eArmor = EffectACIncrease(4, AC_DEFLECTION_BONUS); effect eSpell = EffectSpellImmunity(SPELL_MAGIC_MISSILE); effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR); effect eLink = EffectLinkEffects(eArmor, eDur); eLink = EffectLinkEffects(eLink, eSpell); int nDuration = GetCasterLevel(OBJECT_SELF); // * Duration 1 turn if (nMetaMagic == METAMAGIC_EXTEND) //Duration is +100% { nDuration = nDuration * 2; } //Fire spell cast at event for target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 417, FALSE)); RemoveEffectsFromSpell(OBJECT_SELF, GetSpellId()); //Apply VFX impact and bonus effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)); }