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HeroesStone_PRC8/_removed/x2_s0_holyswrd.nss
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//::///////////////////////////////////////////////
//:: Holy Sword
//:: X2_S0_HolySwrd
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Grants holy avenger properties.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Nov 28, 2002
//:://////////////////////////////////////////////
//:: Updated by Andrew Nobbs May 08, 2003
//:: 2003-07-07: Stacking Spell Pass, Georg Zoeller
#include "x2_inc_spellhook"
#include "x2_inc_toollib"
void AddHolyAvengerEffectToWeapon(object oWeapon, float fDuration)
{
IPSafeAddItemProperty(oWeapon, ItemPropertyHolyAvenger(), fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, TRUE, TRUE);
}
void main()
{
// Spellcast Hook Code
// Added 2003-07-07 by Georg Zoeller
// 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 Spellcast Hook.
//Declare major variables
int nMetaMagic = GetMetaMagicFeat();
float fDuration = RoundsToSeconds(GetCasterLevel(OBJECT_SELF));
if ( nMetaMagic == METAMAGIC_EXTEND )
fDuration *= 2.0; //Duration is +100%
// Get the true target.
object oWeapon = IPGetTargetedOrEquippedMeleeWeapon();
if ( GetIsObjectValid(oWeapon) )
{
object oPossessor = GetItemPossessor(oWeapon);
SignalEvent(oPossessor, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if ( fDuration > 0.0 )
{
// Impact visual effect.
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_GOOD_HELP), oPossessor);
// Spell expiration visual.
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), oPossessor, fDuration);
// Add the bonus to the weapon.
AddHolyAvengerEffectToWeapon(oWeapon, fDuration);
}
// Special visual effects for casting this spell.
location lTarget = GetLocation(GetSpellTargetObject());
TLVFXPillar(VFX_IMP_GOOD_HELP, lTarget, 4, 0.0, 6.0);
DelayCommand(1.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT,
EffectVisualEffect(VFX_IMP_SUPER_HEROISM), lTarget));
}
else
FloatingTextStrRefOnCreature(83615, OBJECT_SELF); // "* Spell Failed - Target must be a melee weapon or creature with a melee weapon equipped *"
}