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72
_module/nss/lod_spell_interv.nss
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72
_module/nss/lod_spell_interv.nss
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//::///////////////////////////////////////////////
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//:: Name: lod_spell_interv
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//:://////////////////////////////////////////////
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/*
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Gets called everytime someone casts a spell.
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Should be used to override spellbehaviour in LoD
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Flash
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//:: Created On: 01-marsh-2005
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//:: Modified By: Flash
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//:: Modified On: 14-marsh-2005
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//:: Modification: Added spell hook for Shadow Conjuration Mage Armor.
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//:://////////////////////////////////////////////
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#include "x2_inc_switches"
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#include "nw_i0_spells"
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void main()
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{
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//:://////////////////////////////////////////////
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//:: Created By: Flash
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//:: Created On: 01-marsh-2005
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//:: Prevent spellcasting in LoD Welcome area unless it is Resurrection or Raise Dead
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//:://////////////////////////////////////////////
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if((GetTag(GetArea(OBJECT_SELF)) == "WelcomeToLoD") && (GetSpellId() != SPELL_RESURRECTION) && (GetSpellId() != SPELL_RAISE_DEAD))
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{
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectPolymorph(POLYMORPH_TYPE_PENGUIN, TRUE), OBJECT_SELF, 120.0);
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SendMessageToPC(OBJECT_SELF, "Spells cannot be cast here.");
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SetModuleOverrideSpellScriptFinished();
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return;
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}
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//:://////////////////////////////////////////////
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//:: Created By: Flash
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//:: Created On: 14-marsh-2005
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//:: Overrides the original script to avoid stacking of dodge ac bonus.
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//:://////////////////////////////////////////////
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if(GetSpellId() == SPELL_SHADOW_CONJURATION_MAGE_ARMOR)
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{
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object oTarget = GetSpellTargetObject();
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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nMetaMagic = GetMetaMagicFeat();
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effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
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effect eAC1, eAC2, eAC3, eAC4;
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SHADOW_CONJURATION_MAGE_ARMOR, FALSE));
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//Check for metamagic extend
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if (nMetaMagic == METAMAGIC_EXTEND) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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//Set the four unique armor bonuses
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eAC1 = EffectACIncrease(1, AC_ARMOUR_ENCHANTMENT_BONUS);
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eAC2 = EffectACIncrease(1, AC_DEFLECTION_BONUS);
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eAC3 = EffectACIncrease(1, AC_DODGE_BONUS);
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eAC4 = EffectACIncrease(1, AC_NATURAL_BONUS);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eAC1, eAC2);
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eLink = EffectLinkEffects(eLink, eAC3);
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eLink = EffectLinkEffects(eLink, eAC4);
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eLink = EffectLinkEffects(eLink, eDur);
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RemoveEffectsFromSpell(oTarget, SPELL_SHADOW_CONJURATION_MAGE_ARMOR);
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//Apply the armor bonuses and the VFX impact
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(nDuration));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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SetModuleOverrideSpellScriptFinished();
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return;
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}
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}
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