Further file organization
Further file organization
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58
nwn/nwnprc/trunk/newspellbook/inv_coldcomfort.nss
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58
nwn/nwnprc/trunk/newspellbook/inv_coldcomfort.nss
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//::///////////////////////////////////////////////
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//:: Name Cold Comfort
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//:: FileName inv_coldcomfort.nss
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//::///////////////////////////////////////////////
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/*
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Lesser Invocation
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2nd Level Spell
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You radiate an unnatural aura that protects you and
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those around you to some small extent from the
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ravages of the elements. This invocation acts like
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the Endure Elements spell, and lasts for 24 hours
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or until the caster takes more than 20 points of
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elemental damage.
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*/
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//::///////////////////////////////////////////////
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#include "inv_inc_invfunc"
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#include "inv_invokehook"
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void main()
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{
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if(!PreInvocationCastCode()) return;
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//Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int CasterLvl = GetInvokerLevel(oCaster, GetInvokingClass());
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effect eAOE = EffectAreaOfEffect(INVOKE_AOE_COLD_COMFORT);
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int nAmount = 20;
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int nResistance = 10;
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effect eCold = EffectDamageResistance(DAMAGE_TYPE_COLD, nResistance, nAmount);
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effect eFire = EffectDamageResistance(DAMAGE_TYPE_FIRE, nResistance, nAmount);
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effect eAcid = EffectDamageResistance(DAMAGE_TYPE_ACID, nResistance, nAmount);
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effect eSonic = EffectDamageResistance(DAMAGE_TYPE_SONIC, nResistance, nAmount);
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effect eElec = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nResistance, nAmount);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
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effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, INVOKE_COLD_COMFORT, FALSE));
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//Link Effects
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effect eLink = EffectLinkEffects(eCold, eFire);
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eLink = EffectLinkEffects(eLink, eAcid);
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eLink = EffectLinkEffects(eLink, eSonic);
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eLink = EffectLinkEffects(eLink, eElec);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eDur2);
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eLink = EffectLinkEffects(eLink, eAOE);
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//Apply VFX impact and effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(24),TRUE,-1,CasterLvl);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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