//:://///////////////////////////////////////////// //:: Undeath's Eternal Foe //:: x0_s0_udetfoe.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Grants many protections against undead to allies in a small area of effect (everyone gets negative energy protection) immunity to poison and disease too +4 AC bonus to all creatures */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: July 31, 2002 //::////////////////////////////////////////////// //:: VFX Pass By: #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void GrantProtection(object oTarget) { effect eVis = EffectVisualEffect(VFX_IMP_HOLY_AID); effect eNeg = EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100); effect eLevel = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL); effect eAbil = EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE); effect ePoison = EffectImmunity(IMMUNITY_TYPE_POISON); effect eDisease = EffectImmunity(IMMUNITY_TYPE_DISEASE); effect eAC = EffectACIncrease(6); int nDuration = GetCasterLevel(OBJECT_SELF); int nMetaMagic = GetMetaMagicFeat(); nDuration = nDuration *2; //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration *2; //Duration is +100% } //Link Effects effect eLink = EffectLinkEffects(eNeg, eLevel); eLink = EffectLinkEffects(eLink, eAbil); eLink = EffectLinkEffects(eLink, eAC); eLink = EffectLinkEffects(eLink, ePoison); eLink = EffectLinkEffects(eLink, eDisease); //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)); } 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; effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30); float fDelay; //Metamagic duration check //Apply Impact ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation()); //Get the first target in the radius around the caster oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, GetSpellTargetLocation()); while(GetIsObjectValid(oTarget)) { if(GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget)) { /// line below added to stop stacking /// RemoveEffectsFromSpell(oTarget, GetSpellId()); fDelay = GetRandomDelay(0.4, 1.1); //Fire spell cast at event for target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 444, FALSE)); GrantProtection(oTarget); } //Get the next target in the specified area around the caster oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetSpellTargetLocation()); } }