Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,77 +0,0 @@
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/*:://////////////////////////////////////////////
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//:: Spell Name Guidance
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//:: Spell FileName PHS_S_Guidance
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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creature touched gets +1 on attack rolls, saving throws or skill checks for
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9 seconds.
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"This spell imbues the subject with a touch of divine guidance. The creature
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gets a +1 competence bonus on a single attack roll, saving throw, or skill
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check, for 9 seconds.
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You can either choose attack, saving throw, or skill for the bonus applied.
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NwN cannot affect "1 roll" so the duration is set to 9 seconds (and cannot
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be extended)."
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As I have said, 9 seconds (IE should be about 1 attack, skill check (EG:
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use magical device, taunt) or save (or rounds of saves)).
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All 3 are universal bonuses (to all saves, or all skills). 9 seconds
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worth won't break a game.
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This will definatly be a sub-dial spell, the duration is too small and it
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is definatly not going to be a problem.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_GUIDANCE)) return;
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// Declare major variables
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object oTarget = GetSpellTargetObject();
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int nSpell = GetSpellId();
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// Duration is a static 9 seconds - as true strike.
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float fDuration = 9.0;
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// Bonus effect...what is it?
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effect eBonus;
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// Depends on "subspell" cast
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if(nSpell == PHS_SPELL_GUIDANCE_SKILL)
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{
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eBonus = EffectSkillIncrease(SKILL_ALL_SKILLS, 1);
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}
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else if(nSpell == PHS_SPELL_GUIDANCE_SAVE)
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{
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eBonus = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1);
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}
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// Default to attack
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else //if(nSpell == PHS_SPELL_GUIDANCE_ATTACK)
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{
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eBonus = EffectAttackIncrease(1, ATTACK_BONUS_MISC);
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}
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// Declare other effects
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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// Link
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effect eLink = EffectLinkEffects(eBonus, eCessate);
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// Signal event spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_GUIDANCE, FALSE);
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// Remove previous castings (remove subspell)
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PHS_RemoveSpellEffectsFromTarget(nSpell, oTarget);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration);
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}
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